Whitetail Doe

Hello i am new so i wanted to show the community my latest work! Please critique for me!!! -Josh


A deer, a female deer… :stuck_out_tongue:

Tooooo low-poly.

Not if he is gonna use it for a iPhone game or something of the likes.

Great anatomy and topology.

No it’s not…

I think your doe looks really great to start, but the polys are too long, especially in the neck. You need to create more uniformed polys. Also, if you plan on animating it, it needs better topology for that.

Fun little paint job you did on it. :slight_smile:

The have been focusing on making low-poly things that look decent so that they could be used in verious game and app programs. I agree that for animation the polys should be more uniformed. And yeah i could have done more with the uvmapping paintjob. I like the criticism you have all given me. -Thanks P.S. Everything from the neck down is good in my opinion where the tris start at the neck and the whole head i don’t like. The ears dont even look like deer ears. The snout is too fat also. I made this to be more like scenery on the roadside of a game or an animated animal in a video game =P… Ill post a picture of it subsurfed.

http://2.bp.blogspot.com/_7vXZlQX0cHY/R2l4f2qjITI/AAAAAAAAAEo/3lo6PyPVVRg/s400/whitetail-doe.jpg

Just a good reference picture.

Uh… If it’s not for a game, it needs fur. Other than that the topology is quite bad from the neck up. All creatures are hard to create, since they are so complicated, so well done on what you have achieved so far :slight_smile:

see the deer… Does the deer have a little doe?

Yea, 2 bucks…

Well, it’s pretty good for a beginner. However, it obviously needs a lot of work. So, a piece by piece guide on how to make it look better. First, a few quick things, make your scene look better. If I were you, I’d turn the shaders on that plane on the bottom to just recieve shadows. Then, go into the world setting, and make a gradient for the world with the top being darker. Next priority, your topology is a sore eye. I can’t give you any specific critiques on topology. I think that you just need to study topology on different meshes, or you can post the .blend, and see if someone would kindly fix it, (I might for you). Third thing on the agenda, the overall shape is a little off. Like, the legs. They aren’t perfectly flat like you have them on yours. And the legs are also too thin. Last major thing, you really ought to add some fur on the little girl. I believe that Ben Simonds has a general crash course in hair particle shaders.

Thanks for all the tips and the honesty. I have been making little fixes on the mesh and now that i understand my mistakes i will learn from them and consider these little things while i model creatures. So far I enjoy organics the best. Btw thats my first successful Uv map on an animal. Just learning the art of texturing things with detail. Also i am learning how to create custom textures from nothing but a blank paper. It may take me some time but i will post the model when i revamp it =P thanks also can you post a good blender tutorial or info on the creation of realistic fur?

Low-poly is awesome! What’s the face count?

I bet you could drop more than a million instances of this one deer and still glide along at 60 hertz (on a relatively modern graphics card, of course).

For any of the new “mobile devices”, it looks resource friendly (as far as polygon count).

It is very resource friendly and honestly it animates very well too believe it or not… I like to make low poly that convert nicely to higher poly count and detail so that it can be used for more things… The topology on this deer isn’t good… I kind of forgot topology when i made this =P i used triangles instead of poles on the neck to body section to change the flow and tris suck haha -Josh