Player Model 'Samuel Degan' WIP

as i need now sooner or later a human player model to test certain things out and had nobody else yet for the job i put my own hands on a human player model. i have never did any human before (only dragons) hence i totally suck at that :expressionless: . i’ve only managed to get the head so far without ears yet. i included different renders although important is in the end the lowe-poly render of it.

crits welcome.

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did some rework of the head trying to get rid this ‘odd’ look it has. hope it looks better now.
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crits welcome

Nice start …

You should try to get a nice edge loop flow I think even if it’s for low poly…

The part on the head top should give you some trouble for shaping the top head IMO…

Look at some anatomy reference to try to got a bit more idea about the thinfs go under the skin

keep going Human modelling is hard and long process :wink:

i don’t know how i can clean up the edge loops without introducing additional edge-loops. need to keep face count in reasonable bounds hence i didn’t know better than adding tris to patch the gaps.

what exactly you mean with the top of the head? is the one single point a problem? would having two quads next to each other be better?

Just a recomendation, this is the best tutorial I have found yet for Character modeling.

http://www.nevercenter.com/tutorials/html_tutorials/user_tutorials/character_modeling/

It’s for Silo, but can be easily applied to Blender. Your topology is a mess, but I’m sure you can clean it up. Topology is really only necessary if you need proper facial deformations, but it’s good to keep in practice anyways even with low poly meshs. Your progress looks good, and I look forward to seeing more. Good Job. :smiley:

i do need facial animations in the end… but for that i think i’ll add more vertices where i need them later on. for the beginning i just need a player model to fiddel around with my engine.
what i still don’t get is what exactly is wrong with the topology besides using tris, which is due to the low-poly nature.

EDIT: added some ears. they are only rather simple and flat as the real shape will be faked with normal-mapping. am not fully happy with them yet but if you are not trained in low-poly modelling that’s a rather difficult thing to do.
also added a bit of the torso. behind is the reference image i use, which is just a human outline front side. missing a nice picture for the profile view, hence i did not include that render yet as i think it looks not correct yet.

EDIT: added arms and modified the shoulder to be animatable (hopefully). has also done buttocks, but there looks something wrong with them and the side view, donno what it is though.

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found a nice tutorial and some time to do some rework of the torse area and adding hands. in the end the model has cloth hence i leave out some anatomical things not visible that much ander cloth.

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crits welcome

finally found some time to do a bit more of work. added shoes and tweaked the hands. most probably need some more vertices on the hands as the same model is used for first-person-view, hence the hands are visible a lot close-up. he wears cloth even if that is not yet visible. don’t know if i gonna model that or simply textur it.

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crits welcome.

Mouth is too wide… corner of lips at about center of eyeballs

arms are too long… try modelling with the arms flush agains the sides… then you can stand up yourself, and observe about where your fingers fall.

thighs are too short, er go the torso is too long

area between the eyes and the lips is too long, (the cheekbones).
and eyes should be at the center of the face. (they are a bit on the high side)

Ears should be more center of the side of head… too far back.

had already clothing going on still tried to get the mentioned things corrected.

added pants now.

http://rptd.dnsalias.net/epsylon/artwork/sam_model.jpg

EDIT: same image file, clear cache to see new image content.