hi, I´ve this model for sale (and some others):
contact: hargames@terra.com.br (only paypal)
thks
hi, I´ve this model for sale (and some others):
contact: hargames@terra.com.br (only paypal)
thks
At 31k quads, it’s not really usable in game at all. You’d need to retopo it first of all, then texture it, rig it, animate it…
great start man, but that figure just ain’t up to quality to sell it I’'m afraid ![]()
You should get a more consistent silhouette to it, and make it suitable for animation. Have you thought about where the mesh will deform, when you, say… bend the elbow, or raise the arms over the heads.
I see you’ve tried to make som edgeloops, especially around the eyes, and they look ok, but the rest of the vcharacter isn’t defined well. You have some unmotivated shapes here and there.
Even though this is supposed to be a non-realistic creature, you still have to adhere to believable anatomy.
Is he wearing a suit? The pipe sticking out from his neck, and the fin-like things prodruting from the backside of his knees, seem like an afterthought.
This is constructive criticism, and I want to encourage you to think about anatomy and shapes that create a strong silhouette, and makes for nice deformations when animating.
Pick up a copy of Gray’s Anatomy - $2.99 - 1300 pages or if you can afford it, Sarah Simblets great book Anatomy for the Artist - $26.40. Those books will really help your anatomy, tenfold!
Hope you keep modelling, and posting. And if someone tries to shoot you down for this first post, without constructive criticism, don’t take it too hard.
The main thing is to practice and practice. You’ll be able to sell models, just not this one.
Kudos for using Blender, btw! ![]()
** edited for typos **
I hope that you don’t mind a bit of constructive criticism here. You have an okay start, but I don’t think anyone would buy this model as is. Here are some suggestions.
The proportions seem a bit off. The hands in particular are very small. The knees are very low making it hard to imagine how this character would walk. Since it’s a humanoid character, look up some human reference images to draw from. It doesn’t have to be exactly like a human, but try to imagine how your character is going to move around and interact in a plausible way.
The muscle definition looks a bit blobby. Try looking at some medical illustrations of the human muscular system for reference. There are lots of good references that come up in a Google search.
The poly count is very high. I would suggest trying to get it down to 1500-2000 polygons. When retopologizing, be sure you pay close attention to edge flow. Make sure the lines flow along the topology of the mesh. This will help with cleaner deformation when the character is rigged.
Finally, I would suggest at least UV mapping and texturing the character. That will give it a finished look and ready for use.
Keep practicing and refining. It will get there. ![]()
hth
Hi Cristian,
anatomy? hum… maybe something like this:
Thank you man… I´ll buy the book… thk
Hi there
did you model the human?
The first character you have is not very appealing - I thought you were a novice at modeling - however if you have modeled the man - then … what can I say? Maybe the leg-fin creature is just not my cup of tea.
Keep up the good work.
Hi there!!!
Hehe. The first character was modeled in sculpt mode. All right, it is not beautiful!!!
I think a monster don´t must be like human anatomy, maybe I´m not correct, but…
I have several models like this monster. all sculped… Maybe someone like… hehe… or not!!!
I modeled the man, this model is for my game… I have others as this one…
This monster do not have problem with animation, the mesh deform naturally…Only dont has a anamoty human… but have more poly than normal… I know…I´ll use retopo…
hum… someone said this model is not usable in game at all… hehehe, (resident evil has monsters like a cube and many people buy the game) kkkk…
all right… We have to work together… constructive criticism??? Is good! But not much… (owww my terrible engilsh…)
But, Be carefull!
Many boys (and girls) join here to learn how to make good games, scripts, etc… we should help them… then… constructive criticism…
Ok man… thk
I didn’t say the quality wasn’t usable, just that w/o retopoing it down a lot 62k tris is not usable for realtime animated use.
All constructive criticism was given.
Your model doesn’t have a consistent shape. An anatomy book was given to help you understand the consistency of human-like figures.
Anything past 10K tris is really pushing it for real-time animation. Your model is way too high. Try to get it anywhere between 2-6K for a PC game and 400-1 k for a mobile game.
That’s about as constructive anyone will be for free.
![]()
The problem here isn’t even the polycount. Gamesurgeon is just a litlte too inexperienced to put up anything for sale.
So, you gotta make sure that the topology is actually deformation ready - you can’t just put a sculpted mesh (you should really learn a thing or two about anatomy too) up, thinking that people will think it’s great. Right now this is sub-standard student quality.
Learn about Edge Loops, Learn how topology has to flow so that it can really be deformed and animated. Learn about anatomy and proportions, both your models are way off right now.
Does the model have UVs that are properly laid out? Do you know how to create a loPoly and bake the maps that are needed to actually put a model like that into a game?
Before you’re trying to sell your stuff, make sure it has industry standard quality - otherwise nobody will even consider buying your models. There are tons of free models out there that have a much, much higher quality standard than your models.
Hope that wasn’t too harsh in terms of critique, but if you want to do this for real, you have to sit down and really learn how to deliver quality - otherwise you’ll just end up shooting yourself in the foot.
the criticisms are good, as I learn so much more!
I retopo my character… so… I left the highpoly for the cut scenes …
look:
fa: 10310
ve:5410
thank you
Do a search on Vimeo and YouTube for “Blender Retopo”. You’ll probably want to manually retopologize it instead of just applying a decimate modifier. If you can’t find any good retopo tutorials let me know. I know I’ve put at least one out there (although it wasn’t that good). I’m in the middle of a retopo session now, I should have recorded it.
… I’m not the one putting things up for sale. At least get the name of the OP right ![]()
Oops, sorry ![]()
@clonex: What’s important are the edge loops - make sure your models have proper edge loops, so that they can be animated.
And before you retopo, finish the sculpt, so you don’t have to retopo again.
hoi!
maybe you should learn to use zbrush…in my opinion the best tool to make some cool sculptures and retopo them. there are tons of zbrush tutorials out there…
have fun!