Jump to content
  • Advertisement
Sign in to follow this  
mustra

ITS GOBLIN TIME

This topic is 5031 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

[edit] - hardlinked the images to not get the page to heavy. "http://mustra.home.sapo.pt/goblinf1.jpg" many c&c's if you like t model plz. [Edited by - mustra on October 8, 2004 6:10:08 AM]

Share this post


Link to post
Share on other sites
Advertisement
Guest Anonymous Poster
I like it :)

Share this post


Link to post
Share on other sites
nope, unemployed has hell :P , so much free time i have been doing a new model almost everyday :P, well gonna eat something and fiz the head of the model and post something back :P

Share this post


Link to post
Share on other sites
she is a cutie ;) my only issue is the ears. If you look in the picture (which I am assuming you are taking inspiration from), the ears do not drop down, and they are not like funnels. The ears on your goblins look more like two funnels sticking out of the head :)

Other than that, I love it! Now just texture it up!

Share this post


Link to post
Share on other sites
Consider increasing the polygon count to make some of these angles more subtle. It's unlikely any use case would require such a budgeted model.

For example, the nose, chin, and brows all would benefit greatly from refinement. They are not truly pointed in the concept, they are an approximation of pointedness. If the artist had drawn a sharp angle anywhere but at the tips of the ears, you would have noticed (and probably not liked it). Mimic that in your work.

I agree that ears need work. They do a lot for the character and attitude of the drawing, and give the opposite look in the mesh.

The profile can be evaluated in terms of the goblin looking left in the sketch. I think it shows some difference of opinion in the neck width and angle.

Would this work benefit from a little more weight in the toe-area of the foot? They are not visible in the sketch, but if they were drawn as the 3D mesh implies, they would look unstable - almost fragile.

Finally, I think the angle of the brow and the drop-off from the brow to the eye sockets could be altered in your model. The brow is not capable of the expression in the sketch, even with appropriate texturing. You may wish to add polygons, refine and reangle some of these edges.

Mustra, this is your best model. It is great to see you working towards your goals.

Share this post


Link to post
Share on other sites
thank you all, especially you hundel, your words are like music to my ears, your crittique as amazing, you got me so motivated, ill fix everything that needs fixing right now !!! ill defently gonna finish the mesh today !

Share this post


Link to post
Share on other sites
Those are definately way better than anything I could do. Great work! And please post the updated ones for us, I'm sure they'll be even better [smile]

Share this post


Link to post
Share on other sites
Good! But you should double or even triple the polygon count. It is too low detailed. 1500 polys is ok for a model with a good normal-map.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!