- Hi! - Took a break from 3d for two weeks. Still looking 3d jobs here in finland, but not looking too good
- I did a base mesh for medium res character (3000-4000tris), and wanted to test it (still working on my "war beast" model's UVs)
- I will post another model sometime soon, which is also using the same basemesh!
- I grabbed some girl photos from 3dsk and then created front and side view from photos, which i then used as reference.
- Texture was based on photos which i continued by painting in photoshop. I will fix some things later.
- One 1024 texture, 128x256 for hair alpha and teeth. Rotating eyes, movable teeth and tongue.
- I didn't want too much painted lighting in textures.Rendered with 75% self illuminated material.
- I also made some simple morphs to test texture/uvs for animation. full body view has slightly older texture, that's why lips look a bit distorted.
CnC welcome!
Replies
- Thanks, (btw i dig your work!) Gotta take a break today, have been trying to work less lately Will post more images later!
- BTW, this model is 3995 tris, forgot to mention it
- Poly density is higher in upper body and in head.
This is some amazing work,some of the best photo sourcing ive seen since...well seen lol
as shimmer said,wires and flats please.
oh and you can't get a job?
my hopes have taken a bashing again thanks to you,haha .
john
Also agree with Daz on the jeans photosource comment, they do look more obviously photosourced than the rest of her (and also appear to have more depth and contrast than everything else, so they look a little out of place).
The shadow from her jeans to the feet looks really fake... looks like an outline - try varying the width of the shadow so that it's hardly there on the top of the foot, and more evident at the sides.
Not sure why the end of her ponytail is aimed back in towards the head - it wouldn't do that unless there was a strong wind behind her, or she was wearing a lot of hair gel!
Agreed with KDR_11k on the thumb, that does look very weird in that position, although I guess it'll be fine when rigged.
Her shirt seems to lack the depth and realism of the rest of the texture.
Seeing a wireframe of the mesh would be cool ...
Very nice work overall though, really solid and high quality!
Keep up the good stuff!
MoP
Sundance, get a life.
Her ears also look a little strange to me. They look like they never fully grew, and she was left with small smooth malformed ears.
Nice job photosourcing. I agree that the jeans look a little out of place, but I think it's the sharpness that is hurting it the most.
- I did some tweak here and there, added shading to shirt... also moved eye specular spot, lightened jaw shading
- Thanks! - Yep, i know, only thing i could think of was removal of low frequency lighting created by folds and then modeling wrinkles/folds with geometry... then again, mesh should be a lot more detailed and i wasn't going to add more detail
- I tested this, and it made jeans look flat, if there is no geometry, maybe less contrast would work, have to test it later
- Yes, there might be something in eyes, even though they should be identical, shading does suffer a bit from the fact, that i had to push center inside to make eyeballs fit into sockets...
MoP:
- Thanks for comments! - I hope you notice the changes i made
rooster:
- Eh Head only wouldn't help a lot
Can`t really crit - but a little more of shadows in the skin (between shirt and trousers)?
Beautiful work - that lowpoly thing makes cute feet.
Have you considered leaving Finland for work? You should try Dice, they're just a ferry ride away or a 30 min plane ride to Stockholm(depending on where in Finland you are ofcourse).
-okkun
edit * Yeah a wire would be nice that head is flawless for a realtime character . I'd love to see what you could do trying to make a Next Gen character with say 3 times the poly budget I mean with less of an edgy silohette you could probebly put her next to a Final fantasy the movie character..just goes to show what excellent UV+texture job can do for a low poly model .
It's the most realistic low poly model I've ever seen.
I haven't posted anything on these boards in AGES, but I felt the need to reply to this. As I said, it looks GREAT, except for a couple of things:
- the shadow underneath her jaw/chin, on her neck, is suddenly a bit too dark. There's no smooth transition as there was in the first renders. It's like there's a darker smudge or something.
- The thumbs are better, but still not as they should be. The top of the thumb, where the nail is, should point more to the body, rather than away from it. Just check your own hands in the mirror.
- The wrists aren't defined enough/too thick. Again, check in the mirror.
If these minor errors are fixed, it will rock even more!
rooster:
- Eh Head only wouldn't help a lot
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I mean her clotes would look out of place 'cos they're all wearing tattered/patched stuff and she looks nice and smart. But I could imagine her face next to some of the other characters. Alyx's best buddy
I really like how its going!
- I did basic bones/skinning for simple pose when i woke up - i adjusted elbow/hand position a bit, as the arm looked a bit short when skinned...
- Thanks! - There's nothing special about texture. I just kept the lighting relatively light, only face area has more shadows "baked" into texture
flachdrache:
- Eh eh - Will there ever be such game? (after their next game?)
- Besides that, i asked Remedy/Futuremark for work some time ago, i think i have enough skill to fill at least junior artist's seat, but they hired a friend of one artist
- They visit my/my brothers website regularly, and DL relatively lot images, but they won't hire either of us...
Jackablade:
- Real girl in photo had thicker wrists, i already made them thinner
okkun:
- Thanks for comments! - I sharpened details a bit, and fixed some missing small parts
okkun:
- Yes, i have been thinking about getting a job from outside Finland (i'm located in Helsinki)
- I think i'll have to start asking freelance jobs outside Finland as it seems there isn't that many work opportunities here in Finland - Payments are ridiculously low, even bus driver gets more money than game artist...
dUb:
- Thanks for comments! I tweaked the shading under jaw back to what it was, it think it's quite ok now, i think i might do AO/skylight pass for whole character if i need to make lgihting of character suitable for some environment.
rooster:
- Yep, i knew what you meant
pogonip:
- Yep, i think 4000-6000 poly character are ideal for look and feel of characters, more polys means a lot more time/uv work. Subdivision surfaces make things like shaping face a pain IMO. They create all kinds of problems.
-I think i would need a lot more time for modeling/texturing if i'm going to make proper hipoly girl, a luxury i don't have
- This means i would have to do that as work, as i have noticed, characters are very time consuming to do - So far no luck here in Finland
- Thanks and yes, that is kinda correct - girl in photo had that kind of wrist too
- But, i have found this kind of wrist problematic for skin/weighting and setup, that's why i favor simple tube like elbows and wrist - they deform better - Or maybe i'm just lazy
- Same goes for forward bending knee and angled elbow - it is bad for charstudio, maybe realistic but a problem unless you build your own custom skeleton...
Maybe some more lighting/shading work on them would help?
I have a crit about the textures;
they are nice, but would look better with either bumpmapping or normal mapping to describe the details. At the moment the jeans and tshirt look like jpg's from google image search.
/Palm
Did you make this model for a game (if so, what kind of game) or for practice or for an animated short or maybe something else?
Anyways, great job!
- Thanks for tip, i might do that!