Constructed for UT2k4. As she is now shes at 4076 polys with 1 1024 body map and 1 512 face map. Im tired of her but Ill return to tweak her in the coming weeks and would appreciate some crits for that time.
I took down the textures cause Ive rearranged the UV's since then.
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No matter what, the shoulders are too far outwards, the upper torso area is strange (remember, the breasts expad outwards as well, pointing them straight forward usually messes up the torso structure as well), the hands are too tiny and the arms too thin. The hair strucure is incorrect, the hair on the ponytail should follow the shape instead of going into some arbitrary direction. I'll leave the waist up to you considering it's possible to archieve such a shape with corsets in real life (that causes severe internal damage, though).
Where's the face on that texture? I can't see it.
you may want to tweak it a lot in order to get a cleaner texture., I usually just use this as a base to work on, not as a final result.
The skull belt is small geometry but large uv space. I'd shrink the uv's to make room for other object's detail.
The face looks very symmetrical, but it's uv's are not. You could either paint more non-symmetrical face detail or get more uv space by overlapping her face uv's symmetrically.
Anatomy has already been mentioned, so I won't go there.
There is alot of extra geometry detail in places that don't need it. Save your extra detail for areas that bend and crease alot in animation.
I think this is a good start and base to work from, it just needs some refinement in a few areas.
Keep crankin bud.
The legs should be rotated outwards a bit, try drawing a naked body over that and you'll see the legs are too far apart on her hips. Make them much closer, humans stand with their legs moved a bit outwards anyway.
like the concept, keep it up
By the way how does one make thumbnails in this forum?