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Posted

Ignore the yellow mesh, the light blue is meant to be the tails of a military-style coat, thin material. The shoes are adidas sneakers, not military boots.

How is the poly distribution, the cuts and the potential distortion? This is my first player model, so I appreciate any and all crits that will help me avoid mistakes and get the best out of the model.

1ix3.jpg

2sg7.jpg

3pd0.jpg

Thanks.

[edit] thanks 'champ

Posted

Started detailing the head:

untitled1xu5.gif

It looks a *little* bit like the tutorial I'm using for this, but I want to go back over and clean up and add/remove details once I've got the rough shape fleshed out.

Posted

For my first model I decided to go with a balaclava because it's easier :S

Such a cop out :P The next one will be a proper head, done the proper way.

But for now I just slapped on some temp materials:

untitled1tr6.gif

Posted

I disagree. That modeling tutorial is bogus because it teaches you to work with NURBS which is not a standard tool most modelers use, especially for low-poly stuff such as this. If you have access to the HLMV, reference their topology. That's how I learned how to do low-poly organics.

Posted

Thanks to everyone who gave me crits here and in IRC (especially Acumen).

What I did was import the urban_reference.smd and tried to match the quads as best as I could in my own model, I don't know why I didn't think of it before tbh.

I am still trying to get some good reference photo's for the face, so I can model something a little bit more advanced for my next model (this isn't finished but I've finished fleshing him out properly and I can go about cleaning up all the wasted polies).

Posted

I disagree with you! Fundamentals are fundamentals as Peri said. You can learn the fundamentals of edge looping which right now, is what is bringing down his models. Edge looping will help deformation when he animates/rigs as well as help define import anatomy.

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