alkaline111
November 15th, 2003, 02:33 PM
well yes this 3d work ... please dont get made at me but i thought it would work in here cause im showing my concept sketch to the finally model skinned n all.......tell me what you think i was shooting for the creepy cokehead witch look.......hmm... if there is such a thing :).. oh and some elements were left out form the concept do too poly count, shes close to 4k i think which is pretty high..
http://www.tyadam.com/pics/albums/userpics/enilalkaF.jpg
http://www.tyadam.com/pics/albums/userpics/enilalkadone.jpg
DRESDEN
November 15th, 2003, 02:47 PM
Pretty cool sketch.
The 3d model looks good, but i think her arms are a bit too skinny on the model.
:chug:
platypusStar
November 15th, 2003, 03:17 PM
Very nice concept design. The character is rendered very nicely, and the anatomy seems fine, the use of line looks great, but the pose seems somewhat generic, and doesn't inticate anything about her to me. I tend to do this as lot as well, stick a sword or knife, or something in the hand and create a generic pose. Drawing a character in a pose that helps identify the personality can be extremely benneficial.
The model is somewhat weaker than the concept drawing. It looks like she's in a basic modeled pose, and from this, the stylization seems a bit off. Her arms bicep region is far too thin, especially in comparison to the concept sketch. Likewise, the the legs have too large of a space between them, yet her feet are together. No matter how thin a person is, when their feet are together, there will be very, very little space between the legs, and most likely none. Back to the arms, they have a nice flow to them, but the flow is too strong. Her arms look more like a piece of garment, with too much curve and flow, rather than solid arms. The silouhette of the character is great, she looks to be a very dynamic and solid character, with a great, detailed design.
You may already know this if you have been modeling in 3D, for school or a job, but it's always a must to flesh out your character as much as possilbe. By fleshing out, I mean exploring the design, and understanding every perspective. Character design artists are required to create model sheets with at least three views of the character in a "trun around". The full character must be shown, and fully fleshed out. The modeler must then stick precisely to the model sheet, generally with absolutely no influence (other than artistic technique) on the character elements.
You seemed to have strayed from this concept somewhat (unless you have more thorough drawings). Her arms and legs take on a new style in the model from the actual concept sketch.
All in all, I'd have to say the model is nice. There are those minor things, but it's very nice. I don't think 4,000 polys is too high for a model (unless this is a game model, then it's pushing it). Great job, I'd love to see more of your conepts, and if you have them, 3D models of them. I really like this concept. Great job!
Phuzion
November 15th, 2003, 04:17 PM
Hhhmmm... I can see what platypusStar is saying, but I'm going to disagree with some of it. I really like the stylization on the model, more so than in the drawing, though I like the details of the drawing more. I think the space between the legs lends itself well to the creepy feel of the character. However, I would certainly work on creating a more interesting pose. But, overall I think it's a really nice use of polys. I plan on getting back into 3D when my new comp comes ;p. Nice work, and nice textures! Though it looks like there may be some stretching issues around the pelvis and thighs, and I would be concerned with her stabbing her elbow on those spikes, you may want to make them more the size they are in the drawing. Still, nicely done!
alkaline111
November 15th, 2003, 05:21 PM
thanks fellers for the feedback i expected some critisism and everyone that i have should this says"her arms are two skinny in the bicep" which they most deffently are but thast the way i intended them to be, but if you were my boss" yes sir heres some fatter arms:)) but maybe i should consider beefing them up alittle. the pose that she is in, is actually the way i modeled her. which i i should have done the more conventionaly way with the arms out (being easier to weight). but just wanted to get the model done looking somewhat posed without having to weight her......but thanks for replieing its great to get second oppions asided from my own of course......:) ... yeah this was intended to be a game model....
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