As our final project for class, we're creating a game character over the next five weeks. This is going to be my second character model ever, and as always-- any feedback is adored and appreciated.
Right now I have the concept and model sheet hammered out, and I'll be finishing up the base mesh soon.
Tiffany is a rough-and-tumble bad girl with an affinity for decking her foes with bricks. (Hey, ammo is expensive.) While she may seem vicious and unruly, she actually has a big heart. Raised by a group of bandits, her ideals and morals were ultimately shaped by their pillaging and life on the fringes of society. As she grows older, Tiffany begins to question the raider lifestyle and seeks justice. After an incident where she disobeyed orders, she was forced to kill her group leader in self-defense. Now, Tiffany leads her rag-tag team of raiders that follow her newly-budding views of righteousness.
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In the modelsheet her legs do look a bit thick, but that's just a minor detail.
In the painting, what bothers me is the red dot ribbon around her wrist. It doesn't fit with her style, with all the black and spikes. Maybe you can change it into a bloodspilled bandage. The rest of it is really nice, good work.
Looking forward to seeing your progress.
And her legs are a tad thick--I wanted to make her somewhat muscular but they can definitely be trimmed down a bit.
With that I also have the base mesh here.
Our technical limits were set at 4096, so I divided up the maps as follows:
512 Hair
1536 Face
2048 Body
I need to touch up the hair one a bit more to be more efficient, but other than that I think I'm alright. I left room for the currently missing gum/teeth geometry on the head uv layout, as well as alphas for her eyelashes.
Some things look pretty gnarly because they're back pieces that are stacked on top of each other, but I'll be sure to offset them before I bake anything.
To make a successful female character the face is sooo, important, I suggest you go back and spend a lot of time working on it until you nail it. Believe me it will be well worth it. Nice work so far!
Thanks so much for taking the time to look Tiffany over. I can definitely see where she needs major improvements on her eyelids and the corners of her mouth on the HP. I'm still very much an amateur, so I think I'm having some difficulties seeing where the bone structure might be off for her, or where some of her face is too flattened out. Could you point out a place or two for me?
Thanks again, I really appreciate the feedback.
All in all, for my second character model I'm feeling alright about her. But I'm definitely going to work her over later. For now I have other finals to attend. x.x Any feedback is more than welcome, and greatly appreciated.
But I mainly tried to change the proportions of her face so she looked more attractive. One thing that you need to pay special attention to is the fact that in 3d you won't change the shading of the face without paying careful attention to the changes you are making in 3d.
Simply put, if you have really bulbous cheeks or something, you will have heavy shadows underneath. The goal with making a female face should be adding shape, but smoothing out the face as much as possible, so no harsh shadows except around the nose mouth and eyes.
When developing the shapes get reference from real people from all angles and make sure that you match the basic landmarks. So from 3 quarters get a reference, place your model there, and make sure that the forehead, cheek, mouth area and chin all show similar shapes.
Hopefully this makes sense and does help in some way... I just don't know what other advice to give without actually being in person.
[edit] sorry I'm way late with the reply... maybe this will help for next time.