599x865
yup.jpg
๐งต Looking for help
Anonymous at Fri, 29 Apr 2022 05:33:03 UTC No. 894408
i know the basics, but thats about it. what are your thoughts? its from scratch for a game with a PS1 style feel to it. i am an absolute beginner. tell me what i am doing wrong. i dont care how harsh. i want to improve. maybe if someone has a few good tutorials i can look at?
Anonymous at Fri, 29 Apr 2022 06:39:51 UTC No. 894411
That's a spectacular job for a beginner. Great work
Anonymous at Fri, 29 Apr 2022 06:49:30 UTC No. 894413
Thank you. im trying to go the basic way for this style of model, but it seems..off. im not sure what im doing wrong or forgetting.
Anonymous at Fri, 29 Apr 2022 06:52:37 UTC No. 894414
fuck off cris
Anonymous at Fri, 29 Apr 2022 06:57:42 UTC No. 894416
whos cris?
Anonymous at Fri, 29 Apr 2022 07:23:58 UTC No. 894421
>>894408
Seems too high poly for a ps1 mesh
Anonymous at Fri, 29 Apr 2022 12:05:45 UTC No. 894437
>>894414
That's lightyears ahead of anything Cris is capable of.
Anonymous at Fri, 29 Apr 2022 12:25:54 UTC No. 894439
nice job op, you can collapse the inner elbow/knee loops for better deformation
Anonymous at Fri, 29 Apr 2022 12:47:10 UTC No. 894441
Ok. Ill do that. But what do you make of the face? Any ideas? It seems off. Im not sure its where i want it to be. Ive got an idea to extrude and copy the faces of the head to make hair styles a modular part. I pulled in the half life 1 scientist as a reference. Good to know im doing SOMETHING right.
Anonymous at Fri, 29 Apr 2022 21:33:21 UTC No. 894473
>>894408
the standard method to make your human basemesh is to sculpt it then retopology it, so look up any tutorials for that, they're pretty much all the same
653x633
unknown-19.png
Anonymous at Fri, 29 Apr 2022 22:02:43 UTC No. 894479
>>894408
I'm in the same boat. Just finished my first model (forgive me I have no idea how to UV wrap). Is this Chris tier work? How can I fix this model and where do I find good tutorials on actually putting models into hardware? I got an actual flashcart ready and am hoping to eventually get my models running on the real deal.
I'm trying to evoke an N64 feel. For those wondering the tri count is 264 and the texture sheet is 4 colors with about 32x256 pixels worth of texture.
Anonymous at Sat, 30 Apr 2022 02:52:49 UTC No. 894506
Op here, i keep hearing about this "chris", dare i ask who it is?
Anonymous at Sat, 30 Apr 2022 02:53:51 UTC No. 894507
>>894473
so basically like on spongebob when he is asked to draw a circle, and he draws a head and erases a bunch? seems kinda backwards.
Anonymous at Sat, 30 Apr 2022 04:45:01 UTC No. 894514
>>894408
It's alright for a first try. Since you're new to modeling, and I presume new to this board, I would strongly suggest you never post here again. A lot of people on here who complain about other people's anatomy skills can't actually sculpt an anatomically accurate model themselves, so they take out their frustrations on people who manage to get somewhere, especially if they're less experienced. Some of them do know what they're talking about, but their skill in modeling is the only thing that makes them valuable as a person, so they like to tear other people down. Go get critiques on any other website, because people there will actually want to help you.
Anonymous at Sat, 30 Apr 2022 08:55:42 UTC No. 894544
>>894507
Its because it is. Its standard for high poly meshes because you can bake all that extra detail into texture maps, but for what you are trying to do is overkill.
What you need to do is master texturing, thats how you get 99% of your details with this kind of models
448x665
file.png
Anonymous at Sat, 30 Apr 2022 09:27:50 UTC No. 894546
My first model. The head and hands look so bad :(. Anybody got any tips on mimicking the mega man legends style?
632x710
file.png
Anonymous at Sat, 30 Apr 2022 09:33:41 UTC No. 894547
>>894546
second model. I think this one is pretty subpar even though i watched a tutorial.
402x772
file.png
Anonymous at Sat, 30 Apr 2022 09:39:22 UTC No. 894548
>>894547
Third model. my most recent one. Not a fan of the feet but i like the torso and the long legs. Arms are too thin and the elbows are fucked.
Anonymous at Sat, 30 Apr 2022 09:45:03 UTC No. 894549
>>894546
>>894547
Must point out, I used the same reference for these while the third one used a weird alien doll shit
Anonymous at Sat, 30 Apr 2022 11:42:06 UTC No. 894560
>>894479
your model has appeal and if I didn't know better I'd guess you were already an artist before trying 3d, miles better than cris already homie.
462x391
4chan Post.png
Anonymous at Sat, 30 Apr 2022 14:34:12 UTC No. 894587
>>894506
Chris is /3/'s resident lolcow. (not sure if he was named after CWC or existed at one point) Currently he encompasses all /3/ artists who make garbage models and never want to actually improve. They will often take any criticism as a personal threat and will stagnate because of this. To ward off Chris, when a bad model is seen one must (you) 'fuck off Chris'.
Anonymous at Sat, 30 Apr 2022 20:38:50 UTC No. 894639
>>894547
best one imo but what the fuck is going on at the waist and shoulders anon? show wire
592x816
file.png
Anonymous at Sat, 30 Apr 2022 21:58:56 UTC No. 894646
Anonymous at Sun, 1 May 2022 01:01:10 UTC No. 894684
op here, so how can i do better? if this is overkill how do i reduce it?
839x847
Security.jpg
Anonymous at Sun, 1 May 2022 02:51:18 UTC No. 894703
so i did a little work. followed a few tutorials. what do you think?
282x372
chrome_MOPDdaY8On.png
Anonymous at Sun, 1 May 2022 12:12:42 UTC No. 894736
>>894703
shit on the carpet tier
Anonymous at Sun, 1 May 2022 19:32:59 UTC No. 894799
>>894703
>E to extrude
>S to scale
I know exactly which tutorials you were watching, which means you did good.
Keep it up bro
Anonymous at Mon, 2 May 2022 02:23:18 UTC No. 894843
Any advice for keeping clean even meshes? Things tend to get messy with me when I try to add definition to upper/lower torso and head. Thanks
Anonymous at Mon, 2 May 2022 02:41:04 UTC No. 894845
>>894408
Looks fine, but it's too high poly for PSX.
Cut it down to 200-300 polygons max.
954x572
Untitled.png
Anonymous at Mon, 2 May 2022 15:14:27 UTC No. 894935
>>894845
Solid Snake (PSX) 690
Crash Bandicoot (PSX) 532 faces
Laura Croft's (PSX) 230
Generally, it depended on how much detail you used around the character. Laura Crofts world needed a lot more tri's for stages and enemy layouts therefore in order to balance things back out the dev team lowered the character poly count. This is why higher poly characters are often rendered in places where the tri count isn't as heavy. Games like Metal Gear could afford to use more tri's on its main character because its environments and enemies weren't as costly.
TLDR: PSX models have a pretty massive tri range. Player characters could range from 1000-100 tris. It depends on what world you want your model to go into. Is this model going to be in a sprawling open game with lots of enemies and NPC's?
Try to lower the polycount to sub 400.
Does this gameplay only consist of a few characters, rooms, with little player input?
Feel free to bump the poly count. Try to get all that extra detail in 700 tri's.
Anonymous at Tue, 3 May 2022 01:13:17 UTC No. 895026
>>894479
your model is good, great work on the head. if you want to make the arms and legs work better for animation do doll anatomy (have the limbs be floating, overlapping like in many ps1 and n64 games)
Anonymous at Wed, 4 May 2022 05:56:21 UTC No. 895222
>>894546
booba
Anonymous at Sun, 8 May 2022 23:52:52 UTC No. 896195
>>894843
edge flow addon
Anonymous at Sat, 14 May 2022 01:23:42 UTC No. 897061
>>894421
Not to mention PS1 needs triangulation.