Today I did my first pose test with her. Threw together a quick rig and did a crap job with the skinning but at least it's something other than a T-pose.
She's currently at ~20 000 triangles. I'm primarily working on the diffuse texture for the next week or so.
(Sorry, had to clean up dead links, I'm a dumbass who doesn't host stuff properly)
hey dude nice work really love the clothes and the general look of the character only thing i might suggest is maybe adding some alpha planes to break up the poly look to her hair but other then great job
Pretty nice man. The skin looks too glossy to me. Also those hair strands that hang below her ears look odd. I get the design but they defy gravity and just meld into the hair in the back. Might be good to have something actually clipping them up in the back cuz right now it looks strange IMO.
Some general wear and tear can be added (although I'm guessing you'll be doing that since you mentioned the diffuse is still being worked on.) The face and modeling in general rocks
Definitely putting a lot more work into the skin, I haven't gotten anywhere near the fine-tuning stage yet. A lot of peeps have given me similar feedback for the hair and I agree with it, I think I'll fix up something to tie it at the back and break up the structure around the ears more. I'm considering even taking a shot at remodeling it with alpha strips completely for a more nextgen feel. Probably the trickiest part of the model to get right.
Wear and tear is also on the to-do list, that leather totally calls for some signs of rough use!
Update time! I spent a few nights working on the diffuse from the neck down and finally fixed up a specular map. I also added more detail to the hair at the sideburns to make it look less like a stiff clump - what do you guys think? I threw an additional wisp of hair on top of the head but I'm not sure if I'm liking it that much. I haven't worked on the skin and eyes yet but aside from that, crits are welcome and encouraged!
(Sorry, had to clean up dead links, I'm a dumbass who doesn't host stuff properly)
Really awesome piece, I've been watching since i first saw the high poly you posted, its really shaping up nicely now, I cant wait to see her fully texture up! I would cut back slightly on the sunburned look of her skin though, i think just slightly too much fake-tan orange going on!
Thank you both! Well observed Hazardous, I'll give the skin tone a few tweaks to make it more of a natural heavy-exposure tan than an orange bottled one. Turns out it's a pretty delicate balance. I'm trying to get a similar thing going with her skin and hair as FFXII/tactics universe Viera.
Okay, here's the deets, I'm a bit bummed I didn't account for having a separate UV for the head from the get-go as I ended up moving it over mid-texturing, so rearranging the body UVs would've meant texture stretching and I didn't want to start over from bakes again. So I could've planned ahead way more.
Wires also have room for optimization, I could've snipped from a lot of places, especially in spots with overlapping geometry, but I might go back to the model when I'm less busy and give it a fixing pass. Specular maps I also kinda rushed, but they did their job alright.
Mostly though this is all pretty standard fare.
(Sorry, had to clean up dead links, I'm a dumbass who doesn't host stuff properly)
Wow the blue and rim light makes a huge difference. Love it. The hair and skin turned out really nice.
A small crit is that the colors of the clothing are very uniform. I can see there is some differences in the leather which is nice but I feel like it could have been added to the cloth somewhat too. Something like a gradient bake from top to bottom or manually shifting around some of the values could break it up and add some subtle variety. This is somewhat of a personal preference possibly.
Also, in the hand holding the sheath, the space in between the 1st finger and 2nd finger seems kind-of wide? Maybe its the angle but looks odd to me.
Replies
She's currently at ~20 000 triangles. I'm primarily working on the diffuse texture for the next week or so.
(Sorry, had to clean up dead links, I'm a dumbass who doesn't host stuff properly)
Wear and tear is also on the to-do list, that leather totally calls for some signs of rough use!
(Sorry, had to clean up dead links, I'm a dumbass who doesn't host stuff properly)
Really awesome piece, I've been watching since i first saw the high poly you posted, its really shaping up nicely now, I cant wait to see her fully texture up! I would cut back slightly on the sunburned look of her skin though, i think just slightly too much fake-tan orange going on!
Also the transition of neck to cloth is a bit weird looking right now - as if the cloth was fused to her skin.
Besides those thiny things, I really like this one. Looking forward to the final beauty shot
The verdict:
I'll post construction shots and texture maps asap, I really need a beer now!
Okay, here's the deets, I'm a bit bummed I didn't account for having a separate UV for the head from the get-go as I ended up moving it over mid-texturing, so rearranging the body UVs would've meant texture stretching and I didn't want to start over from bakes again. So I could've planned ahead way more.
Wires also have room for optimization, I could've snipped from a lot of places, especially in spots with overlapping geometry, but I might go back to the model when I'm less busy and give it a fixing pass. Specular maps I also kinda rushed, but they did their job alright.
Mostly though this is all pretty standard fare.
(Sorry, had to clean up dead links, I'm a dumbass who doesn't host stuff properly)
[edit] maybe the white of the eyes too white?
A small crit is that the colors of the clothing are very uniform. I can see there is some differences in the leather which is nice but I feel like it could have been added to the cloth somewhat too. Something like a gradient bake from top to bottom or manually shifting around some of the values could break it up and add some subtle variety. This is somewhat of a personal preference possibly.
Also, in the hand holding the sheath, the space in between the 1st finger and 2nd finger seems kind-of wide? Maybe its the angle but looks odd to me.
Awesome job again.
Been watching your progress, and i really liked how this model turned out. Awesome.
Great job!