Model Critiques!

Hey there, heres my model for a school project I’m doing for a book called things fall apart, and this is Okonkwo, the main character.


Critique awaayyy!

When looking for modeling critiques, it helps to post wireframe screenshots.

I havn’t been able to find a good way to do wireframe screenshots yet, that don’t look really bad

He looks too buff - unless he’s meant to be that way. Also, can you give us a close up of the face?

He is supposed to be buff and here you go:


disregard the harsh shadows :eyebrowlift:

I would say to move his ears down, they should be between his ears and his mouth. Also, I can’t make out his deltoid muscles. Maybe it’s just the angle, but it also looks as if his abdominal muscles are too wide.

Alright thanks, I’ll be sure to give him some deltoids and lower ears

I usually enable wire in the display option (object tab). and take a viewport screenshot with the camera thingie. It’s not the best way to create nice wire pictures, however they’ll do for focused critique to show the topology of a model.
There’s a weird bug thingie (I think with something called the zbuffer or something) that does weird things with the wire display in my 2.56 version.


Alright thanks I’ll be sure to try that!



Here’s the wires, thanks for your technique and now I’ll adjust ears and such

I’m no expert on character modeling (not yet anyway), but I think the body’s wireframe looks pretty good overall. The head could probably be improved some, though I can’t really say how.

The body’s fine. However the head definitely has something do be desired from it. Look at some other head wireframes an then look back at yours. You have a higher count than I think you need.

I agree that the ears need moving down.
for better topology, try to make sure the vertexes are equally distanaced [unless nessecary], as this will help you with subsurfing and rigging. also i feel his jaw needs squaring out a small bit, it’ll also make him look more hench :slight_smile:


Alright guys thanks! Yeah the head wires just look messy so i might even retopologize it

Yeah, for now I think that you should fix proportions, then move onto retopo. Try using the normal “Blocking out” method, then that should help your topo.

Do you think this is an alright spot for the ear?? If i go any lower it looks kinda wierdd


Crits based on the wireshots you provided, starting from the body:

  • That area around the clavicle bone looks like it’s missing an edge loop.
  • Shoulder topology looks messed up.
  • Arms look a bit too curved, especially his forearms.
  • What the heck is going on on his feet? Looks way too busy. Needs some heavy optimization there.

And about the head:

The topology looks like absolutely mess. There’s no sense in it at all, and it’s lacking completely the most important edge loops that define a good head topology. Instead of trying to teach you the basics of head modelling, I’d suggest you to take a look of this reference photo from Polycount Wiki and learn from it: http://wiki.polycount.com/FaceTopology?action=AttachFile&do=get&target=bunk_poly_regions.jpg It’s a really nice and easy to undestand example of how a proper head topology should go.

Thanks for the link, I’ll get on it right away

For the head at least, the lack of edge loops is going to be a huge pain later on. I’ve uploading a picture of a model my own design to help you get an idea of what to aim for.

Attachments


Thank you, this will be very helpful!