Hi,
this is my first post at polycount. I´m a 16 year old student and come from austria. A classmate of mine, Bloody Vampire, persuaded me to take part on your weekly challange.
Here´s my concept, i aimed for a sexy samurai girl. The colorscheme isn´t fix yet. I hope you like her
My friend and partner, Blood Vampire, makes the other parts of the challange.
Replies
i didn´t posted for a long time, maybe someone could remind my gargoyle. Now I try to give my best on the modelling this cute samurai girl.
@Tantorta
Hi Paul i love your concept, like the most of your stuff. I´ve started modelling the head and upper body today. Pictures come tomorrow. For this model i want to try my first normal map, if i have enough time left at the end.
/jzero
her chin seems to be very bulky for a 16 year old girl as well as her body is a bit too mature looking as well.
Tantorta and I wanted to do a realistic character, but he can´t draw realistic characters so he made a anime concept to show me his idea. Yes her chin looked very bulky for a 16 year old girl, i hope i fixed that well.
Here´s the final model, hope you like it. Polycount is at 4100 Tri´s, hope thats not to many. Please give me a lot of feedback. Thanks guys!
flat
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1 512*512 Texture allowed for a 4k Model and Weapon? Isn´t it a little foolish?
1 512*512 Texture allowed for a 4k Model and Weapon? Isn´t it a little foolish?
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Thats all part of the fun Vampire and is gnerally the difference between a graet texture artist and a good texture artist. A great artist would push every pixel to the limit and despite the pixalation on the finished model would still get a WOW! factor out of it.
Also remember these are challanges,they are suppose to challenge you,I think we might be in agreement its a small texture for a 4K model but its part of the challenge spec,so you just gotta bite your lip and do the best job you can with it .
good luck!!
john
Good to hear that you change some submissions.
Please polycounters give me a feedback to improve !!!
A few things that I noticed:
- Her arms appear a little long.
- Her base pose has her arms and legs completely straight; this could make for trouble down the line when rigging and animating comes in.
- I'm not sure what you guys have in mind for textures, but how are her armor plates (shoulder and forearms) attached to her?
- Great head modeling, I can definately tell you put a lot of time into it.
- She doesn't appear to have a lot of geometry from the knees down. Perhaps chop a few polys from other areas and add a little more detail.
..those are my thoughts! I look forward to seeing her textured!
- Yes her arms were a bit to long but i fixed that yesterday, like you can see in the wire pic.
- Can you please explain me which pose would be best for rigging?
- I first wanted to model these details but haven´t enough tris for that. So tantorta and i have to do that in the texuture.
- Thanks, and yes it took me a really long time.
- You are right! i have to find some areas to optimize.
We definitive texture her both, Tantorta makes a more concept like texture and i make a more evil darkish texture.
Thanks again!
- Can you please explain me which pose would be best for rigging?
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sure thing! Having a character's legs and arms slightly bent makes it much easier to place joints and set up rotations when it comes time for rigging. Think of the character as being "relaxed."