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Need some 3D art critiques

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I need some critiques for a school assingment here. I'm supposed to show some of my work to 3 industry pros and then write a little something about it. Go ahead and critique if you're not a pro but, if you are, please PM me your name, email address, and the company your work for. No one is going to try to contact you or anything. I just need something to put down on paper.

In chronilogical order.

NURBS modeling class.
studentdesk.jpg


chandelier.jpg


My final project for the NURBS class.
GBA_SP.jpg


Shading and Lighting class final project.
triforce.jpg


A column for my game content class.
pillar.jpg


The model I'm in the middle of working on right now. It's a low poly model for games and it's my third character.
Al_model.jpg

Al_model_colored.jpg
 
Al_model.jpg


I'm no 3D monkey (only a 2D monkey), but you have to approach the face and head of the character as if you are deducing the shape into the most fundamental basic shapes. You are wasting way to many triangles, and not have gotten any kind of a cohesive direction for the head. Is he long faced? Rounded? Squat face? I can't even tell what age group you're aiming for.

Get a direction of that character going first. Don't aimlessly model away.
 
The technique I like to use when starting a model is to draw on a piece of paper where I think the polys are going to go before I model them. If you are going to build a head find a 3/4 view, side view, and front view and literally draw over the images where you think the polys would be placed.

I've done this for almost all my modelling and the results are really good. Even on a curved surface object like a VW bug it works like a charm.

You'll actually work out exactly what polys need to be there and which don't.
 
Shogmaster said:
I'm no 3D monkey (only a 2D monkey), but you have to approach the face and head of the character as if you are deducing the shape into the most fundamental basic shapes. You are wasting way to many triangles, and not have gotten any kind of a cohesive direction for the head. Is he long faced? Rounded? Squat face? I can't even tell what age group you're aiming for.

Get a direction of that character going first. Don't aimlessly model away.

The reason why there are so many triangles there is to get rid of polys that have more than 4 sides. Instead of creating edgeloops of quads all the way around I just cut them off with some tris.
 
Oni Link 666 said:
The reason why there are so many triangles there is to get rid of polys that have more than 4 sides. Instead of creating edgeloops of quads all the way around I just cut them off with some tris.

That's all fine, but it still looks like you are just modeling away without some kind of design goal for the character.
 
:lol Yeah well, here's a pic of how that texture is coming out. It's still not done BTW. And it's a model of myself, not Tycho. I've been working with Maya for less than a year and not on modeling the whole time so, take it easy on me. :D

texturenew.jpg
 
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