Hi eveyone.
For the past 7 weeks, I've been working on my first original character for my digital sculpting and texture class. This is the second full character I've made so I know I have a long way to go until I meet industry standards.. I have quite a bit of time into her and am rather proud of her at the moment.
Alot of mistakes went into her as well. I plan on redoing her for portfolio. Anyway, enough modesty.
Critique and Such much appreciated! :poly121:
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[ame="
http://www.youtube.com/watch?v=1PUcrEC03GY"]Final Render - SciFi Female - YouTube[/ame]
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but to be honest i didnt know that shes a she until i read the word her
Thank you!
and... haha! I had hoped her womanly cheekbones and subtle hippage and breastage would be enough. I didn't want to make sexy armor. As a girl...that would be against my feminist ways.
But I see where your coming from. Maybe I should accentuate the slope of the waist a little more? I don't want to touch her breasts and badonkadonk.
The shoulders are pretty broad for a woman. The widest point of the shoulders, at the deltoid, is usually equal to the widest point of the hips (or more precisely, at the greater trochanter). Some artists exaggerate this relationship, and actually make the shoulders narrower than the hips.
Another often overlooked difference between the male and female anatomy is the lateral angle at the elbow. The arm is not entirely straight, but is angled slightly outwards at the joint. In men, the angle is approximately ten degrees, and in women up to fifteen degrees or more. Although the effect is subtle, I have found that this can really help to emphasize femininity without if you want to avoid over-sexualizing the form.
Wow thank you for the suggestion. I will take what you suggested to the drawing board when I redo her! I really appreciate it.
AND..that elbow info is freaking awesome! thanks!:D