Cool concept and good execution into 3d.
I really like the skin for her pants and wings.
The arms seem really thin and there's something not right about them.
You can lose the thin line of polys above her eyes because they don't really add anything.
I really like how this model turned out, nicely done. One crit I have though, is that her skin is a little bright and monotonal. Just because she's green doesn't mean her skin shouldn't have any variation.
My main crits would involve the legs and how they attach to the hips. This should probably be one continous mesh here, not separate objects. The arms need some work as well, they are not properly shaped and are a bit too thin and long looking.
yes normally it must be cut at the middle of the belly but she doesn't look so good. that's the reason why i have "skin" the hip and it's better but the buttock don't move correctly if the player looks very low (i think that passes unperceived when you are playing, and you can see it only if you know it)i have tried to make as well as possible.
These are quake3 models, everyone has pretty much been making them seriously under-poly but thats ok they're learning and it's more then I ever did with 3D.
if you continue with this and animate them (?), even though the wings are at back level, i would sugest that you have them come out of the lower model as the lower model has all the movement anims asigned to it (example of what i am talking about would be this old q3 model i did here... http://www.planetquake.com/polycount/downloads/index.asp?model=989
though it might be quite a bit of fiddling....) ... yes, that model has 2000 triangles, have another with a lot less to support what i was saying about modeling methods (by vert is slower, but IMHO better for low poly organic...
link http://www.planetquake.com/polycount/downloads/index.asp?model=905
1000 polys is a bit low for quad modelling, you could get a lot more profile definition by vert- by - vert modeling to create triangles, but that might not be easy in the tools you have on hand.
Replies
Why cant you people post WIREFRAMES?
I really like the skin for her pants and wings.
The arms seem really thin and there's something not right about them.
You can lose the thin line of polys above her eyes because they don't really add anything.
Keep up the good work
My main crits would involve the legs and how they attach to the hips. This should probably be one continous mesh here, not separate objects. The arms need some work as well, they are not properly shaped and are a bit too thin and long looking.
Oh and those tiny poly at her eyebrows will not be visible in quake3.
Last but not least, doesn't Quake3 require to have the model seperated at the middle of the belly?
My main crits would involve the legs and how they attach to the hips. This should probably be one continous mesh here
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Last but not least, doesn't Quake3 require to have the model seperated at the middle of the belly?
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I think you two just answered each others' questions =P
It appears he segmented it at the hip joint - that's not going to look right in the game. Must be segmented at the waist.
did i miss where the poly-limit was stated for these projects?
http://www.planetquake.com/polycount/downloads/index.asp?model=989
though it might be quite a bit of fiddling....) ... yes, that model has 2000 triangles, have another with a lot less to support what i was saying about modeling methods (by vert is slower, but IMHO better for low poly organic...
link
http://www.planetquake.com/polycount/downloads/index.asp?model=905
1000 polys is a bit low for quad modelling, you could get a lot more profile definition by vert- by - vert modeling to create triangles, but that might not be easy in the tools you have on hand.