first, the nose seems a bit too wide, not only the bottom of the nose, but also (mainly) the bridge of the nose. I cant really be positive because of the angle so maybe you could look into that (or post a frontal view).
secondly, the hair looks a bit matted down. I think you could poof it up so it looks a bit more natural. It just looks a bit flat atm. Grab some references of girly hairstyles.
Anyways, keep it up, and sorry bout the loss of your job.
looks nice! Not sure what the definition of angsty is, but it seems noone has said otherwise... so, uh, it looks "angtsy."
Anyway, as far as proportions go, you might want to move the mouth up a bit (use a ref to see how far) and after that you're going to want to move the chin up (right now it's perfect but after moving the mouth and such it'll change).
On top of that, nose is too wise at the base, and.... I think it ought to flow more with the upper lip. There's an uncanny and unique relationship between the nose and upper lip on every person, but for a generic look, I'd suggest a soft flow from base to lip, like a curve.
thanks for all the help :P, I'll try to look into those things.. I'm using real-life reference, so some of those features might just be natural :x, It might show better when I start texturing, they're all good points though that needs to be fixed, and that I'll get right at..
Sorry to hear about your job... but your model looks sweet, so take comfort in that.
Besides the nose being a bit wide, I think the neck looks a smidge thick. but other than that it looks golden to me.
The modelling is good quality sorry about you hitting the dole queue
I like it how it is it's Bitchin!!!!!
she kinda has that normal look whenever i see someone model a woman they always model them perfect great body, ass, tits, face and in the real world people just aren't like that except me of course (only joking)
we all have flaws i like the face cuz i reckon thats the type of girl we would see walking down the street in the opposite direction you understand
ok she has a wide nose like someone stated but so what thats what gives her character ok so what her bottom lip looks to wide but that give her character ok her brow is quite large but that also make her stand out from the rest i have seen.
Do you know since i have gotten into this thing we call 3d modelling and animation i haven't seen someone make a "woman"
All i see are the athletic sleek and slender picture perfect models of women and as we know there are loads of women that are far from oil paintings where are the models of realistic women, The models of women who have love handles, cellulite, that curveous buttocks or wide bumper,, no all i see are the generic apsects of what people perceive to be beauty i like it becasue her looks aren't perfect but accurate to say an everyday woman who you would normally meet i don't think anyone got my message at all through all this rambling i can see what i mean but i just can't articulate it properly.
let me try again.............................................................I like how she looks because she ain't one of those generic super fit hottie models that everyone goes and makes their are too many of them and it doesn't accurately represent the average laymen women who we would normally meet and i mean if our world was a place where gilrs looking like some of the models we see in magazines or on t.v where the norm then well.... i bet no one understands what i mean
but i like it how it is man i know how to waffle about Sh8t
oh well...
Well most could argue that game art is hyper real because a lot of us want to escape to an unrealistic world where people are as perfect as can be. Whats the point in paying 100 bucks to play in a world as drab as the stuff around you.
Having said that though I do enjoy making male models more because I feel I am given more free reign to add character without people telling me what they would change to turn it into this personal image of perfection.
Anyway enough waxing philisofical BS and back to the model, she looks cool man I really like her hair it gives her a lot of personality.
I think her neck could be better defined with muscle . Slim woman have very defined necks . I also think her brow above her eye is a little to prominate. Why do you have what looks like the eye browse cut into the mesh and if that is the case why are they so high above the eye ? If this is a medium poly girl 7-25,000 poly ...you should cut more definition into her nose and lips ...looks pretty good over-all
I've tweaked some of the things mentioned, mostly in the face, and started to work on the upper body, breasts are there now for me to shape clothing after them, that'll be the next part.. Clothing...
actually, they're at the right hieght, unless she's past 40. Angle looks good too. Size.......... dunno, for a game character, they're small, for real life, they're a little large. Just a tad, though.
Oh btw, just a question, can anybody tell me why many people are using user/ortho 3/4 view. If I'm right, in-game, we have something called "perspective" right? So why using ortho display mode (which is ugly btw). It's not against you eld, don't worry, but I'm just using your thread to ask this little question I've missed something about that, and I would like some answers hehe.
renaud: also when working in max viewports if you start is say, front viewport and use the mouse to orbit the camera then the viewport defaults to user rather than a perspective view.
The face has some cool things going on with it. Mainly it looks very real world, where you can see the femininity, but she has some mannish or odd features that give her character. I like it. But then with the body she kinds of degrades into a generic soft character. It doesn't look well researched, meaning her arms and legs are very much tubes right now. Even flimsy girls have a little anatomy showing. The costume seems a bit boring at the moment as well.
I'd say amp up her anatomy, and work on a more interesting outfit.
I've been working with ortho since I dont know when, it's just natural nowdays.. for me it's easier to mentally see where the vertices are.
poop, I'm trying to define the anatomy more to some degree..
The costume is.. up to preference now, I think It'll show more of it's ways when it's fully textured.. most of it is just in my head now.., but I'll try to add some improvement before I call the modelling done.
Looking good eld.
Pay closer attention to the brow. Bear in mind ( check If you dont believe me ;-) ) that womens foreheads in profile are straight up, but mens slope back. Her forehead sloping back at an angle that dramatically is what's making her seem masculine right now.
Looks pretty sweet.
I like how confident the shading is, when texturing females its very easy to make the texture too plain.
Having said that I reckon you should start thinking about defining sharp changes in surface angle through tonal contrast instead of using lines as if you were drawing the details. A good example is around the lips and where you have started defining the nose. I know its only wip I just recognize it as a problem I use to have with a lot of my textures, try using the selection tool to define the shape then shade it gradually. Its not always the best way to work but it gives you an idea of what I mean.
Replies
Looks cool! If i knew more about modeling, i'd have more to say probably. But its still neat.
first, the nose seems a bit too wide, not only the bottom of the nose, but also (mainly) the bridge of the nose. I cant really be positive because of the angle so maybe you could look into that (or post a frontal view).
secondly, the hair looks a bit matted down. I think you could poof it up so it looks a bit more natural. It just looks a bit flat atm. Grab some references of girly hairstyles.
Anyways, keep it up, and sorry bout the loss of your job.
peace
Show
Anyway, as far as proportions go, you might want to move the mouth up a bit (use a ref to see how far) and after that you're going to want to move the chin up (right now it's perfect but after moving the mouth and such it'll change).
On top of that, nose is too wise at the base, and.... I think it ought to flow more with the upper lip. There's an uncanny and unique relationship between the nose and upper lip on every person, but for a generic look, I'd suggest a soft flow from base to lip, like a curve.
hope that helps.
( it's I who angsts, not the model itself )
Besides the nose being a bit wide, I think the neck looks a smidge thick. but other than that it looks golden to me.
I like it how it is it's Bitchin!!!!!
she kinda has that normal look whenever i see someone model a woman they always model them perfect great body, ass, tits, face and in the real world people just aren't like that except me of course (only joking)
we all have flaws i like the face cuz i reckon thats the type of girl we would see walking down the street in the opposite direction you understand
ok she has a wide nose like someone stated but so what thats what gives her character ok so what her bottom lip looks to wide but that give her character ok her brow is quite large but that also make her stand out from the rest i have seen.
Do you know since i have gotten into this thing we call 3d modelling and animation i haven't seen someone make a "woman"
All i see are the athletic sleek and slender picture perfect models of women and as we know there are loads of women that are far from oil paintings where are the models of realistic women, The models of women who have love handles, cellulite, that curveous buttocks or wide bumper,, no all i see are the generic apsects of what people perceive to be beauty i like it becasue her looks aren't perfect but accurate to say an everyday woman who you would normally meet i don't think anyone got my message at all through all this rambling i can see what i mean but i just can't articulate it properly.
let me try again.............................................................I like how she looks because she ain't one of those generic super fit hottie models that everyone goes and makes their are too many of them and it doesn't accurately represent the average laymen women who we would normally meet and i mean if our world was a place where gilrs looking like some of the models we see in magazines or on t.v where the norm then well.... i bet no one understands what i mean
but i like it how it is man i know how to waffle about Sh8t
oh well...
Having said that though I do enjoy making male models more because I feel I am given more free reign to add character without people telling me what they would change to turn it into this personal image of perfection.
Anyway enough waxing philisofical BS and back to the model, she looks cool man I really like her hair it gives her a lot of personality.
(got my job back)
actually, they're at the right hieght, unless she's past 40. Angle looks good too. Size.......... dunno, for a game character, they're small, for real life, they're a little large. Just a tad, though.
My topology isn't the prettiest around
You are probly gona do this anyway , but you should add a row of edges to define the botom of the knee.
also the top of the corset looks a little too straight. its probly meant to be like that , but a little variation would help ..
like i say tho , nice model ... sorry to hear about the job thing
(as mentioned above, I have got my job back)
hands are troublesome, anyone have any guidelines or tips on modelling them correctly for lowpoly characters?
im glad you got your job back
Oh btw, just a question, can anybody tell me why many people are using user/ortho 3/4 view. If I'm right, in-game, we have something called "perspective" right? So why using ortho display mode (which is ugly btw). It's not against you eld, don't worry, but I'm just using your thread to ask this little question I've missed something about that, and I would like some answers hehe.
Anyway, keep up the good job !
- Renaud
Renaud, some people like to work in User (ortho) viewport. I always get sick when i'm using it, so i don't
renaud: also when working in max viewports if you start is say, front viewport and use the mouse to orbit the camera then the viewport defaults to user rather than a perspective view.
I'd say amp up her anatomy, and work on a more interesting outfit.
poop, I'm trying to define the anatomy more to some degree..
The costume is.. up to preference now, I think It'll show more of it's ways when it's fully textured.. most of it is just in my head now.., but I'll try to add some improvement before I call the modelling done.
Pay closer attention to the brow. Bear in mind ( check If you dont believe me ;-) ) that womens foreheads in profile are straight up, but mens slope back. Her forehead sloping back at an angle that dramatically is what's making her seem masculine right now.
fixing it now.
I like how confident the shading is, when texturing females its very easy to make the texture too plain.
Having said that I reckon you should start thinking about defining sharp changes in surface angle through tonal contrast instead of using lines as if you were drawing the details. A good example is around the lips and where you have started defining the nose. I know its only wip I just recognize it as a problem I use to have with a lot of my textures, try using the selection tool to define the shape then shade it gradually. Its not always the best way to work but it gives you an idea of what I mean.
Cant wait till you texture the hair