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
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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
link
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."