My first character

I am really happy with it because it is my first, but because I am learning I would appreciated some pointers 700367--25233--$DUDE.png

Your going to get quite a few.

that’s the point :slight_smile:

Want me to start? It’s not going to be very nice.

Yea okay, go for it.

omg, is it peggy the porky ?
have you started with a sketch or a blue print ?
should be ggod to start from here

There are a lot of tutorials about character modeling, watch them, you won’t get far by modeling just from your head.
http://www.3dtotal.com/team/Tutorials_3/low_poly_character/low_poly_02.asp
http://www.poopinmymouth.com/tutorial/tutorial.htm
http://blenderunderground.com/forums/viewtopic.php?f=12&t=1829

Dude, what went wrong here?
Did you use any, ANY kind of reference? Because you should…
If you don’t know how to draw a character, get something of the internet. But this is just messed up.
You probably just started with a cube and just extracted from that. That is not how it works, you have to plan your character!
You need reference… also because your poly’s get messed up as well… You have a to big a’ contrast between them.
What is the polycount if I may ask?

I’ll show you my first character:

I drew the concept art myself :smile:

Just stick to reference, you just can’t just go and make a character. Maybe when you do this for a while, but even then, reference is key.

Maybe follow some tutorials?

I hope to see some improvements from you soon!

-Seg

Thanks much appreciated, I’ll get to work on the tutorials.

You have to get a good model done with nice polyflow before slapping on a subsurface/smooth modifier. It looks like there is a huge polycount on the model. Proportion and how you want the model to look like is your own preference but you should never have more polys than needed. As you see Veenstras model has very few polys and he could slap on more polys but that would not give so much more detail, because he already got a quite good polyflow on the model

Good luck with evolving to a really good modeler, it’s great that you have started and you seem to cope with critique good. You see difference between bad critique and constructive critique, many don’t and get defensive, cudos!

well I got an image from the internet to work on. I’m trying to keep the poly count down… heading in the right way?

yeah that is quite ok polycount. I see some lines there by the hips that could be removed. Those could be just 1 square (polygon) instedad of 5

THANKS!! really love the unity forums, everyone is a great help. :slight_smile:

Maybe a tip for your Robot: You don’t HAVE to glue everything together. Sometimes you can reduce polycount just by using two separated parts instead of one.

Sample of my robot:

Every peace of an arm,leg, etc is a separated piece!

ah yea thanks

just posting this to show my work on smaller and simpler objects

701489--25272--$javiline 1.png

Good work with the sword and the spear

usually the arms go to a little past the waste, not all the way down to the feet. Other than that, looks good!

That is some tricky advice you give there… I see you took the time to shout the “HAVE” which is a good start but perhaps you should bold and underline it also. SOMETIMES it has it’s uses like in games where you intend to blow limbs off of characters. There parenting objects to bones could be an acceptable option, but for the most part using separate models form limbs is a bad idea. You are removing any chance of using the model on iOS devices just by being lazy.

I created a game a while back for iPhone 2. The game had scenery created with 2 textures on 4 triangles and had 2 characters of 500 and 800 triangles respectively. Thing is, the models were built with separate limbs. Just these 4 textures, 1304 polygons and something like 30 models (limbs) shot my draw counts up so high that the game was lagging so unplayable levels. I combined the parts and did a smooth bind and voila, draw counts down to 8 and the game played so smooth that the later levels had the bullets so fast that I couldn’t keep up.

My honest opinion is that this kind of hierarchal parenting of limbs should only be done in the most extreme cases or where you simply don’t have a choice but whenever possible, use one mesh always.

Start from a reference, build your first cube in front view, extract, translate and scale to get to the next big change in geometry and repeat. Then work on the scale and transform per edge loop from the side view. Do this for each limb separately until you have one arm and one leg done. Then do the body in the same way, cut it in half. Do some work to attach the limbs to the body using split polygon operations and deleting what will never be seen. Snap and merge the vertices together and duplicate the entire model with a -1 scale on the x-axis. Now you just have the head to worry about. Simple but time consuming. In my opinion the only way to model characters.

Yeah, you are right, my bad, but I didn’t really consider 3D Techno to be developing a iOS game.
Like he said in the first post, he is making characters. His first challenge is to get the flow right.
But the parts in my robot are not glued together, but they are the same mesh. It’s not like I used multiple meshes on him. It’s just weight-painted as if they are.

  • Seg