Artwork > Finished Works and Works in Progress

First Character

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hihosilver:
That looks like a pretty good start.  The face is probably the best part at the moment, though it doesn't seem that you spent as much time at all on the other bodily features.  For example:
The hands are a very odd shape.  The hand all-together is a bit unrealistic.  If I were you I'd correct the proportions with a reference image of a drawn or real hand to give you good shape.  This is the same with the whole body, reference images are always very helpful!
Arms don't normally ever jut outwards, though perhaps this is an anime styling?  With it this way though, it would be very hard for anyone to animate!
The breasts look very much like extrusions and do not fall naturally.  They also seem very squarish, I would work on rounding them and having them fall naturally on the character.
You could also pay a bit more attention to the boots, they're okay, but could use more details like the face, and more attention in refining what you have.

You're definitely heading in the right direction, and don't take these criticisms harshly, I'm being picky at the moment to help you to try and improve this model.

Karei:
Thank You, all... :D
Actually, i didn't spend lot time for the body because i had to finish my college task. Now i'm starting a new character project and i'll try to practice Your advises ;)
I got some problems. I would like to create a good low poly character, but now i get a "dilema". I have tried some experiments, and my problem is: if i add texture or a uv map (created with uv mapper) on a subdivided object, the texture will look horrible (i don't know why, but it looks like a "melted down painting"). And if i keep it as a mesh, it looks so squarish and creased although the texture looks very nice(i will post the examples later  :-[). Does anybody know how to solve this? :-[
 

Karei:
These are my examples while trying to add texture on a subdivided object.
pic 1: mesh with uv map
pic 2: the mesh after being subdivided

Kubajzz:
Could you show us a wireframe image of your model? If the texture "melts" like this, it's usually because of bad topology.

Here are some advices:

* Take care of the edge loops - check out this article (thanks to hihosilver who posted that link a while ago...)
* Your model should consist of quadrilateral faces. Other faces tend to mess up the textures when subdivided, try to avoid them.
Nice model btw, keep working on it!

Karei:
Yes, Here it is.
i think it could be the problem. How is the good topology?

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