Hi, i decided to practice modelling skills, so i decided finally to do my own work, would be grateful for showing mistakes what to improve(it seems i got too many poligons despite i can't say there were so many before sub-d, i attached photo) 
Thank you in advance)
https://skfb.ly/oNSGs
123.png

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  • Omar Domenech replied

    It's looking very good. Your loops flow very nice and in accordance to the main shapes. The only thing I noticed as an ugly six sided pole here:

    Horse.png

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  • thehomme replied

    Mesh looks ok to me. Did you use a photo ref  plane? it's hard to say if the proportions are good... the head seems relatively too small and the front ankle slightly too extended but I don't spend all day looking at horses so I don't know if this is accurate or not - esp on a bare model without hair or texture

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  • An Sunn(Sunn) replied
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  • Adrian Bellworthy replied

    The topology on sketchfab looks excellent, however the six sided pole Omar noticed I would of dealt with differently.

    Green - Add edges with knife tool (All the way around to the opposite side)
    Red - Delete edges (Both sides)
    Blue - Edge slide vertices to even out the mesh (Both sides)

    Au_Sunn-Horse.png

    As for the head, I agree with the thehomme, I think the nose should be a little longer perhaps,
    and the side profile from check to chin is wrong, take a look at the image below


    horse.jpg

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  • An Sunn(Sunn) replied

    Thank you everyone, anatomy was hard for me always, and last question is it ok it turned out too many quads?

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  • Adrian Bellworthy replied

    For a model like this, I think your quads count is a little on the low side,
    I would prefer to see quads more evenly spaced, than areas with large stretched quads.

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  • Omar Domenech replied

    It looks like you're going for a high poly model, not a game model, so your number of polygons feel excellent. No clutter or too dense either.

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  • An Sunn(Sunn) replied

    OOmar Domenech just wondering, for game there should be lowered? Or how to understand for which type how many poligons should be used?

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  • Omar Domenech replied
    There is no fixed number, it will depend on the specifications and the type of game, if it's for cellphone, high end console, etc. But yes, since games run in real time you need a much more lower number of polygons than it would for movies or VFX.
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  • thehomme replied

    your ref overlaid on your model

    Untitled.png

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  • thehomme replied

    As per what Omar said... there are a lot of factors that dictate poly count and texture resolution etc. If you're working in a team then you don't need to worry about it - the devs/TD will specify the constraints you need to produce assets at.

    What I would do to develop your skills is make the model without worrying about the resolution too much and then see if you can do 2 other versions, medium and low poly count / texture res. That way you a) know you have the skills to work to a brief and b) can prove to others that you high the skills to translate models to the required tech specs. 

    Getting nice looking assets really low res is a definite skillset for games but it's not nearly as essential as it used to be, or at least you have a lot more memory to use even at lower resolutions these days

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  • Omar Domenech replied
    That's a very broad topic, too broad to cover in a single forum post. Assets for games are created just like you created your cool horse, you model them on a 3D program, texture them, etc. No magic about it. The workflow will depend on various things, even the company, they each have their own workflows and pipelines, custom software and their own way for development. I'd say for now just focus on doing cool models and learning as an artist. 🤙🏼
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  • An Sunn(Sunn) replied

    Maybe it's normal for noobie to have so many questions, but i feel a lil bit uncomfortable asking so many questions) Thank very much to all of you for your hints, i really appreciate it ❤

    • 🤘🏼
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  • Omar Domenech replied

    It is normal to have lots of questions, specially when you are starting, but even people who have been doing 3D for a while also have questions, I have a lot as well. We're glad to help people out if we know the answers.

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