Hi Again!
- Finished UV mapping my war beast model, and took a break.
- I continued one of my WIP characters from 3 months ago, i had mesh done but no texture...
- I wanted to try to do a female MMO game character, i especially like korean games which have high quality and mix euro/anime design. Maybe someone can guess what game i imitated
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- I apologize for failing to do anything but stereotype female proportions
- 256x256 for hair (+alpha)
- 512x512 for body and face
- 128x64 for sword
- 3900 tris, flat eyes, but eyelids and mouth can be closed
- Mesh is mostly seft illuminated and no shadows in images
- No lightmap yet, i was going to do one but not sure anymore.
- I haven't had time to do hand painted textures lately, something which i would like a lot more
CnC welcome!
Replies
I like that there is no distortion from the front and side with the eyes. yay!
I agree with King-Vitamin on the cleavage crit, it does look very odd from the side angle render.
Overall excellent work, the model seems good and the texture is very clean and nicely styled. I love the proportions.
I'd maybe suggest you try increasing the contrast and maybe darkening the texture overall, at the moment it's looking a little too bright to me.
MoP
Thx
- Renaud
That quality and speed should get you a job by yesterday
I like it a lot! Actually I think she is based on Jennifer Garner right?
I also don't like people with swords AND high heels, but that's a personal thing.
She's very cute.
The texture looks very clean, almost clinical. I guess this whole elvish thing has to have a 'perfect and beautiful' vibe, but somehow, I don't know, it just looks to pefect. No slight discolorations or little imperfections from wear and tear.
It's not really a crit, more of a personal thing.
Second, I can hardly make out the difference in materials, everything is textured in the same way. I can't really make out the metals, silk, cloth or leather (if there are any of these. Playing with contrasts, shininess or patterns (weave, leathery creases) really would add more depth to this texture.
So, it's good work, model itself looks very good, but I think the texture could benefit from just that little 'extra oomph'.
can we see a texture map, old bean? and perhaps a wireframe while your at it. it's fantastic, and I think it's profesional quality... that is, if your not already a pro.
Would it be possible to get a close-up of the hair texture? Would be curious to see how you went about it.
she should be topless :P~
joking, good work.
I agree with the crit about the cleavage. Get more polys in dem boobies!
And seriously, how hard exactly are you looking for work and where man? I can't believe youre not hired yet.
- I darkened the lighting and adjusted contrast of different texture elements a bit. Even though the mesh was mostly self illuminated, old lights were way over 1, which caused texture brightness partially.
- Breasts are now "3d" - It might not be that obvious in the new image, but anyway - it is more obvious in top down view - I also turner string thingy into alpha as hair texture had a lot of free space.
- BTW i checked the polybudget, i remembered wrong - this model has 3700 polys. Don't know if i had some old part selected when i last time checked polybudget meter...
- Will post more info later, too many hours without food, gotta go out!
Good work.
KMan:
- Yep
poopinmymouth:
- Thanks. I checked your website/tutorials a while ago. Found help for hair painting
MoP:
- I darkened texture a bit. I also made lights less bright
JKMakowka:
- Well, i have a feeling that i might start seaching job/freelance job outside Finland...
"Jennifer Garner right?"
- Umm. I painted it in PS. No photo or anything like that for reference.
StrangeFate:
- Yes, i agree on ear contrast, but then again, i tried to lower contrast in ears a couple of times and it didn't look good. Maybe i have to work more on ears.
"invisible box on her head"
- Fixed that, just coudn't see that last night - Have to take a break from 3d today!
JKim3:
- I painted streaks on top of yellowish tone, with single pixel brush in "final" texture resolution. Then smudge, and then again transparent single pixel strokes. I used UVs as guide in multiply mode.
squatedbug:
- Will work more on textures generally, like i said, i need more practice
ghost_rider:
- Yes, i hope i corrected that
Cubik,fiart:
- I partially agree about more small detail. This is something i try to work on more... besides that i only used PS no 3dpaint, so adding small detail gets bit hard, as it should be very precisely placed.
Daz:
- Just added more polys there
i like it
you should do an orc now
I'd either get reid of the shadow since the breasts are now 3D! or tone them down and give them a more reddish color/warm color that goes better with the skintone.
only small comment would be to add some kind of 'pop' color, its mainly a stylistic thing, but maybe somethin to think about.
you could maybe beef up the saturated shadow on her abdomen (sides), juuuuuuuuuuuuust a little bit.
I would suggest adding smaller line of detail to make the element seem appart from each other? Smaller highlight and shadow.
Cool.
b1ll
What are you plans with this model?
Etienne
PS: Mmmm Elves
Mmmm Dark-Elves?
Heh! Thanks!
b1ll:
Yes, that is something i have to do more - as you probably noticed, i painted texture in higher res
Etienne:
- Dunno what the plans are - I will polish her and fix some faults and will create skeleton setup...
- BTW I already started new model! - used whole day into it.
- It's a movie/realworld person - Wanted to test creating likeness of real person - managed to model head+body, and did UVs and paint basic textures today - It's not finished but will post images tomorrow!
I still kindof wonder how her braw-thing stays up like that. Must be a tight fit or something.
- Today i created skeleton and did some weighting.
- Some minor fixes here and there in texture
- I also updated mesh a lot - there were details which were never seen, i removed them as they would have caused problems with weighting. I also straighted edge loops in limbs.
Great work... wires would be nice to see.
Agreed, I'd like to see your poly flow so I can see why your're getting such a sucessful rig going on there. Kindof struggling with the whole weighting thing myself.
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Seconded.
Nice model, the only thing that looks a bit weird to me is the ears...they seem rather stiff.
Scott
Nice model, the only thing that looks a bit weird to me is the ears...they seem rather stiff.
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true, they look kinda stiff but I like 'em plus its not like they'll be droopy or anything like dog ears... alot of pointy elf ears appears like the ones in his mesh.
Oh, and I also wanna see your sssexy wires... Nut'n like studying topology from good models
- Nice!
Makkon:
Weighting is not that hard, just use some time with only two bones, and see how things work. If you use 3dsmax and skin, just limit the weighting into 4 bones to avoid additional problems.
- Weight vertices to only minimum amount of bones. Most of the times blend two bones. See what bones deform the skin in different areas in real life, and use that as starting point.
- There is nothing special about mesh, it's mostly just tube like structure.
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Nice model, the only thing that looks a bit weird to me is the ears...they seem rather stiff.
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true, they look kinda stiff but I like 'em plus its not like they'll be droopy or anything like dog ears... alot of pointy elf ears appears like the ones in his mesh.
Oh, and I also wanna see your sssexy wires... Nut'n like studying topology from good models
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Yeah, i didnt mean that they should be hanging down, but the ears are pretty straight...i think a bit of a curve would make them look more organic, but that might just be personal preference
Wires!!
Scott
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what scott said. flats wouldn't hurt either!
The Elf chick rocks and utterly reaks with lineage 2 texture goodness :]
Loving it completely, the low-res texture on the sword does seem to take away from the overal quality of the model.