Positives:
Well defined and proportioned character.
Areas for development improvement:
Check the pivot points of objects. Press D, rearrange the pivot point to the centre of the objects. My pivot points have been lost in importing the object in.
Reduce leg geometry. Compared to the arms the legs have far more geometry.
Remove the tops of the soles of the shoes. There is unnecessary normals which are within the boot which is unneeded rendering for the CPU.
Fix the head modeling. The eye edge loops are squashed on one side and is now not symmetrical after using the sculpting tool.
Some of the names on the outliner are missing.
Look at knuckles. Harley kindly pointed out that my model has only two edge loops on the hand knuckles. When this small amount of geometry is used in animating and bending of the fingers- the textures can be stretched which can be unsightly.
I've been rather generously given a B- to a B grade. Not sure about this.
This blog is a 2nd year student's recordings of studying creation of 3D computer graphics in context with creating 3D character concepts and designs, using Autodesk Maya to prepare for industry standard work in game design or animation. Maya is a complex program which takes many hours of dedication to learn and become familiar with. My intention is to create, model and texture a 3D bipedal character to a high standard as well as solving problems through learning the program.
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