new and trying hard

new and trying hard

Postby VincentShadowFall » 14 Nov 2016, 13:04

hi guys im new to 3d modeling and im trying hard dumping in many many hours into using i was kinda looking for feed back on my first real try at making a character model so please give me some feed back
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Re: new and trying hard

Postby Julius » 14 Nov 2016, 16:16

Not too bad, but when starting with a character like that you are setting yourself up for failure.

Making something like that is not only hard by itself, but in addition your brain has this "uncanny valley" effect that makes human like characters look continuously worse even if they objectively improve.

If you don't want to give up frustrated soon, start with some easy boxes, furniture, stones etc. Next maybe an fantasy animal, dinosaur or vehicle which can look a bit odd without anyone noticing. Then maybe an simple real animal.... and so on.

The hardest are definitely humans (or human like characters) and complex/realistic looking trees.

Edit: if you absolutely have to make a human like character NOW, use the "Make Human" program as base for it.
“You never change things by fighting the existing reality. To change something, build a new model that makes the existing model obsolete” - Buckminster Fuller
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Re: new and trying hard

Postby farrer » 14 Nov 2016, 17:13

Firstly, I'm not an artist, although I can do some basic models in Blender.

That being said, I believe some parts of your model are too much higher poly than others. For example, your model's fingers compared to the model overall: They are a very small part of the body - and, depending of the game type will use the character -, will be barely visible to be modelled with so many polygons on a somewhat low poly model as this character is.

Other point, is that the head seems too big for the body that have it (if it's not intentional).

Also, to me the model seems somewhat feminine (mainly the body's bottom half and head), but its chest isn't (I'm not talking about making them over-exaggerated like on most games for - sexist - female characters, just to be a bit more feminine than what it is now).

Those are my (hopefully constructive) impressions. I would recommend you to use some 3d references (like this one, for example) as guide to create an humanoid model - which helps a lot on the process (you can google for some Blender tutorials on that). Anyway, as Julius said, it's much more easer to make furniture and other non-humanoid 3d models, and those are great ways to get some modelling skills with less-frustrating results (just as side note, I've tried to create humanoids for two or three times, and never got a barely usable result).
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Re: new and trying hard

Postby VincentShadowFall » 15 Nov 2016, 01:59

ty you all for your feed back. i was really tired last night from hours of working on this and forgot to say. the fingers im very aware have crap loads of polys lol i did what so when messing with the fingers i could shape them better. once i got the shape i like i was going to reduce the poly count. its kinda funny that you mention the bottom half and head looking fem because this particular character is suppose to be very androgynous "are they a butchy girl or pretty boy" kinda thing. i geuss its much simpler to say im also going for a anime look with lots of detail.

ill also post some screen shots of other items im going to try and include into the animation.

i plan on making the animation on my comp which is a i5 5200u with 6g of ram do you think my comp would have issue playing models like mine and recording it ?

my character model is a bit weird but im also still just trying to even finish it lol i just got the toes left then i can tweek the body to look more natural it seems to me there is areas that are better looking then others and i do agree the head is a bit big i scaled the size once with it but i guess i didn't scale it enough

iv probably looked or saved over 50 pictures to use as references for this model mainly because i needed pictures of different angles of body parts

(edit iv posted a resized version of the head)
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ki version clean.png
tree wip.png
corked big bottel.png
bottem wagon unassembeld.png
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Re: new and trying hard

Postby farrer » 15 Nov 2016, 21:23

About humanoid modelling, another thing that could help you is to study some good quality models (for example: 1, 2, 3, 4, 5 or 6).

About blender rendering needs, depends a lot on scene and quality and animation duration. Anyway, for that it's make more sense to ask on Blender forums.

Last, do you plan to release the created models under a Free/Libre license, right?
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Re: new and trying hard

Postby VincentShadowFall » 17 Nov 2016, 05:58

not sure but i know i want to try and make a living off my animations if i can btw got update screen shots i got the model done im focusing on tweeking stuff i was to busy before for as well as trying to reduce the poly count where i can. btw any can point me to a video to make eyes but eyes that cant be perfectly circular
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Re: new and trying hard

Postby Danimal » 20 Nov 2016, 20:09

Make them with a half sphere, as simple as that, thats the way the pros do it, it also has the benefit to be able to be rigged and animated
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