Hello
I present myself... My name's Kevin and I'm from Belgium where I study computer graphics (video games)!
Here is my first work for school... A Q3 character. I decided to take Jill Valentine, from the film "Resident Evil"
We need to put our work on this forum so I do it
I hope that you will give your opinions/critical for this first work...
Bye
Replies
Now on topic: I kind of like this one. (I`ve seen a few of these lately, and i assume you are taking the same class.) This is actually my favourite of these assignments. Her proportions are ok, the only thing i can put my finger on is that her feet are a tad short, and her hips abit narrow. Not that there are no girls with hips like this, but still, this model is based on a higly idealized female videogame character. And the ideal female form has broader hips than shoulders.
The face isnt too scary i guess.. but it can all be fixed with the pulling of a few verts. Her nose is too long, and her mouth is too far down. Other that that, there are no major flaws. (Exept that it doesnt look like jill valentine. But this way it will atleast look more human. )
You have a good start going there but there's some tweaking to do I think
Here are some things that I noticed...
Her neck seems a little bit thick and the skin on it makes it look masculine.
Her nose seems a bity long and the top of the nose bridge too wide.
Her jaw looks a little bit too wide. Making that more narrow will make her look more female.
The arms could use some more shape and her legs look very "boxy".
The UV layout doesn't look very logical. It seems that you have mapped her arms and legs in 2 parts (upper and lower) and this creates texture seams. Try mapping her arms and legs in 1 part. You can always map her feet separately since you can hide a texture seem in the black boots easily.
The texture seam where the arms meet the torso you can probably hide with the leather straps that is shown in the drawing.
With this amount of detail you should be able to cram it in a 512x512 texture if you work the UV layout a bit.
I am not sure about the overal proportions of her body and face but I can't put my finger on it. A render/screenshot from the front and side (skinned and wireframe) will make that easy to tell.
Just my 0,02
[ QUOTE ]
We need to put our work on this forum so I do it
[/ QUOTE ]
Your teacher told you to do that?
I agree with what you said about anatomy and i know that there are lot of mistakes in this character (especially schoulders)...
[ QUOTE ]
I am not sure about the overal proportions of her body and face but I can't put my finger on it. A render/screenshot from the front and side (skinned and wireframe) will make that easy to tell.
[/ QUOTE ]
ok, i do that for tomorrow and I'll post.
[ QUOTE ]
Your teacher told you to do that?
[/ QUOTE ]
In fact, you are going to see 30characters in this forum ... but i think that it's a good idea to get feedback and opinions...
One more time : Thank you
I agree with what you said about anatomy and i know that there are lot of mistakes in this character (especially schoulders)...
[/ QUOTE ]
Get reference pics - as many as possible. Especially for humans. When you compare them bit by bit to a model you'll easily see how to adjust things.
Sorry for the short answe, but it's already after midnight. Good luck with your project.
[ QUOTE ]
lkraan:
Your teacher told you to do that?
RIO:
In fact, you are going to see 30characters in this forum ...
[/ QUOTE ]
I just wanted to warn you, lkraan. This is only the beginning
For this work, we all had (or will have, it is until tomorrow) to post our finished Quake 3 character, but soon you'll see 30 (the amount of students in the video game section of our school) WIPs about our future UT2004 characters (our next work).
Get prepared
By the way, nice work, Kevin, except was has already been said: the elements of the face could be moved slightly vertically (up or down depending on the element), I think it could be done easily.
For the polycount frequenters: don't except too mutch modifications on these Q3 models, because they are supposed to be finished, and we still have a lot of work 'til the end of the year, but we will be able to take into account your comments and advices for our next work, because we will post a WIP since the beginning of the modelling (I suppose).
See you soon on the boards.
Keep up the good work, Kevin and don't forget reference for your UT2004 character