Looking for critics over my work.

Miscellaneous Forums/General Discussion/Looking for critics over my work.

Hello, here a model I’ve been working on for 3 days (about 20heures), I was wondering what you guys think about it?
I kind of ‘accelerate’ a few things in my process and I was wondering if it look alright, this is a low poly for gaming, model is currently <3000 poly
The texture was started this morning, around 6 hours of work so far.

Godo or Bad critics are fine...Go ahead.

Thanks.









It's hard to judge proportions from such odd camera angles, but the arms seem a little long. Generally the proportions seem good though.

Really I'd need to see a wireframe to offer much more specific criticism. I'm concerned about the polycount though. When you say <3000, I'm guessing you don't mean 1,000 because I'm seeing a model that has 1,000 polys of detail, so you really don't need so many unless you've got a lot more detail to add ( which I assume you haven't since you're already texturing it. )

Oh, and wrong forum, I think?

Well... youhave come to the right place!

BODY: Very good... excellent in fact.
HEAD: I don't know... the eyes look too much like Alice Cooper -- could be better and more interesting have more detail.

How many polys?

And yeaah... wrong forum I think too... nice job overall

1.You need a shadow along the front where the shirt and skin meet... as of now it appears to be a texturing flaw, which probably isn't your intention. Try to make that shirt pop out more since it is over the skin. Also try to make it seem more like cloth... I'm just having a very hard time with the shirt and skin/tearing flesh being on the same plane.


2. The jeans seem like they were just bought, very pristine. Did someone actually sell this zombie some pants? Dirty them up a bit, add some blood and make them look like they are aged.

3. His neck seems to be 'too white' compared to his head and arms. It could be that shirt again that's making it hard to tell it's really a shirt!

Otherwise, I like the character, pretty creepy. I can imagine that thing sprinting at me in a hall scaring the living crap out of me.

Well blender was talking about 2900 something but apparently the model is only 1739 poly?? If I popup the info I see:
poly: 1739
triangles: 2974
vertices: 1578
Tell me what is important is? poly or triangles ? I never know...^^

wrong forum, my bad.

here the pictures requested:




Tell me what is important is? poly or triangles ? I never know...^^


For games, the polycount is the number of triangles. Ignore everything else.

You have way too many polys in the legs, the body and the head. They're not being used so you could easily remove them without losing detail.

It's nice, but it's just wasteful to have 3,000 poly's for it.

Somehow, I put my limit to 3000 poly, do you think I should reduce my quota for the next models? if so, what should be my limit for such models ?

Thanks for the critics every1, the jeans look much better already!!!! :)

The hands should bend one step further out. Right now it looks like he's broken his wrists.
Else, good work!

i'd go for a poly count of 1200-1500 if using it in blitz games.

It should be triangle count Gab. That model is made from quads and triangles. It will be triangulated when rendering, and therefore be 2974.

good work, maybe the scars on the face are too marked.

It's too "perfect".. All it looks like is you have taken a human model with shirt/jeans texture and dabbed some tomato ketchup on it. Basicaly you have your ground work. Now export the texture back into your image package, add a "detail" layer.

You can use this to add some imperfections. Especialy concentrate on building more shadow into the texture itself. The first one that jumps out (and has already been mentioned) is to make the shirt cast a shadow to the flesh. It is hard to distinguish the shirt and zombie (?) at the moment.

The scar on the head is too prominent, and again you need more shadow work in that face wound.

So err yeah, just work on your texture lighting :)

It should be triangle count Gab.

That's what I said, isn't it?

For games, the polycount is the number of triangles.

Ok nm.. I see how you can misinterpret that. I wrote it ambiguously, so apologies, but I believe OverDozing understood it how I meant it.

Somehow, I put my limit to 3000 poly, do you think I should reduce my quota for the next models? if so, what should be my limit for such models ?

I think setting a polycount and then making a model to fit it is probably the wrong order TBH. I do think Blitz3D will struggle with higher poly models, but if you're only gonna have one or two on screen ( like in my game, Bowling Babes ) then it's fine. But don't make it 3,000 polys just because you CAN. Make it 3,000 poly's because you NEED to. Your model just doesn't have enough detail to warrant it. You could very easily make that model in 1,500 polys and with work, maybe 1,000. Have a clear idea of how much detail you're going to model and how much is going to be done with the texture, and then make a polycount. If you're making a character where you're going to model a utility belt, backpack, perhaps some complicated armour, those kind of things need extra polys. Same thing if you're going to model muscle definition, but you haven't really done any of that ( with the exception of the torn out ribcage which would almost certainly look as good just textured that way.

Hope it's of some help anyway, and sorry if I was confusing with my amibiguous comment about the polycount. All I meant was that when people use the term "polycount" with regard to game models, they are referring to the number of triangles, because it's always the triangles that count.

S'ok. Now you mention it, i see that it can be taken both ways :o)

Aye, but thanks for pointing it out, as others might have read it the same way you did and I'd hate to mislead anyone.

on the whole poly note, unless you gain something with a 4 sided poly. That is... flat square areas... since it is going to get broken down anyway, split them yourself and fold them over whatever you are working on... For example, the final model would be smooter if you took the now 4 sided polygons in the chest flesh and, split them, and bent them some to get the most out of your polys...

Otherwise.. This isn't bad... although.. I've seen it without the texture and your texture muddles up the rippy folds in he chest area... Almost looked better without the texture.

Are you freaking sane? that thing is violent! I like!

The eyes dont have to be spheres... you can cut polys that way too but it still looks like Alice Cooper the rocker!!!



See!!!

I've been thinking about your textures for a while now. It feels very gritty because of the heavy use of a spray like pattern. If you used more solid colors, and blended it better with highlights and shadows in the texture, this model would really shine.