Right…..Some of you might think this is just a flame (But take it as you like) “I’m just criticizing this model” in the same manner he does.
A lot of you know how over the past year Raven has tried to put down my modeling and texturing every time I post up any of my models.
He gimbles on about how he is a pro and works for Westwood Studios or EA or whatever, and that the standard of my work is NOTHING compared to his or how a “pro’s” work should be.
But now, and for a change Raven….. you have posted something you have done….. SO NOW I’M GOING TO CRITISISE IT in the same manner as you do mine.
Although you posted this model up in someone else’s thread….. I’m starting this new one because I don’t want “Randi’s” zombie game to turn into a flamebait or get locked/deleted etc.
SO HERE WE GO !!!!
This is my criticism of a so called “professional modeler >(Raven)< zombie model.
Lets start with the actual model itself first…..
Firstly I’ve seen people who have only been modeling for a few months produce better quality models than this.
(Although this is a zombie… it’s still a human).
THE HEAD….. Is too big compared to the proportion of the rest of the body.
The face is just so not the right shape… the eyes are too far apart… the nose is too long which pushes the mouth down too close to the chin… The top of the head looks more like Frankenstein than a zombie with no hair. ( and you have the nerve to crit the proportions on my models )
THE TORSO…. Looks like a very badly edited 6 sliced cylinder. And clothing or not it should still hang via the contours of the body…. (there’s just NO human shape to the torso). And I haven’t seen collars like that since the 70’s and even then, they were never that bad.
THE ARMS….. again, badly edited 6 sliced cylinders. The upper arm is too long compared to the forearm… and the cloth from the jacket would fall off of the forearm if it wasn’t connected to the upper arm somehow. (it wouldn’t just sit there like that). The arms just look like slightly bent cylinders. ( traits of an amateur modeler )
THE HANDS…. Are just so out of proportion to what a hand should be. (Even as mittens) The thumb looks like it’s nearly as long as the index finger…. Even though the thumb is set back on the hand compared to where the fingers start. Their too fat as well. ( look like he’s wearing socks on his hands )
THE LEGS…. Once again, badly edited 6 sliced cylinders. And they looks like LEGO legs. Something just extruded out of a badly constructed waist. And the same goes for the trouser cloth….. impossible for it to stay up like that where the bone is … unless it was connected to the upper part of the trousers. ( hovering clothes… now there’s a new one )
THE FEET…. Well, not much you can say about them really, apart from their too long.
LOFL!! How have you got the nerve to call yourself a professional modeler for 5years and produce something as amateur as this?
And quite frankly it just looks like that cruddy “James Bond” model you made some time back, only edited into this zombie (If you can call it that).
AND NOW THE BEST BIT… THE UV MAPPING and TEXTURING.
OMG !!!!!!!!!!!!
I don’t think I’ve seen a worse case of texture stretching in my life. You obviously haven’t got a clue how to Uvmap have you?…. No one would ever map a head like that (Pro or Amateur) and you’ve got the nerve to crit my models for having visible seems. The only reason you can see the seems on my model is because I’ve imported them in to Max for rendering (as a.3ds model).
The seems on my model aren’t visible once the model is in DirectX form and in Dbpro.
And how have you managed to get texture stretching on the face, when it’s been UV mapped separately??
(Any Pro would UV map the head as a whole) listen to the freelancer…. Cylinder map the head, like it’s supposed to be…. Un-fold it like a piece of paper and lay it down flat with the seem at the back of the head.
And if you are going to map the ears separately, then at least make sure they can be separated from the head properly … and not have a great big out of place face at the back of it with a nice big seem. ( I think you need to study grouping )
Also…. It’s nice to see how a pro blends the neck into the torso!!! And zombie or not (Adam’s apple anyone)!! Talk about every UV groups just stands out like a sore thumb !!
The texture job on the head and face is just atrocious…. Some of the worst I have ever seen.
Take the impossible lighting on the face for example… notice how the creases on the forehead have the light source up-side down. And is that lipstick he’s wearing? Painted on the lips while whizzing around on a roller coaster !!!
The jacket is just as bad…. Talk about seems not matching up…. Yours don’t even meet the edges of the UV’s.
And again… you just have NO concept of lighting, it’s all over the place. If you even knew how to texture a crease in clothing then you would understand what I mean.
You need to study clothing and how they would crease in conjunction with how they lay on the body…. Because you just don’t have a clue how to make creases in clothing do you?
Anyway…. All in all this is a very badly constructed model (for a so called pro… NOT ! ) and the UV mapping is terrible. BUT the texturing is the worst I’ve seen in a long time. (I’ve seen better from a noob kid).
But what makes me really laugh is here you have produce this very amateurish model which has more wrong with it than any I have ever produced. And has “ALL” the errors and more which you always try to point out with my models… like texture seem and edges which need turning and basically the whole construction.
To finish up…. Makes me laugh how you have the nerve to call yourself a “pro modeler”.
No doubt you will post up ALL your excuses for why this model looks like it does. (with you being a pro and all).
Oh…. And BTW, I just so happened to have made a zombie the other day…. Along with a few other horror type models…. So no doubt you’ll have something to gimble about soon.
Simple
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