Down to exactly 5000 polys. Got the rendertree set up for all the maps I want to use. Spent most of the day in photoshop correcting the most visible errors in the normal and ambient occlusion maps, then layed out the basic areas for the glow map.
Will try to work on this gradually, plus the weapon and base, and rigging within this last week.
P.S. could someone please fix the text under my thumbnail?
The only problem I see with it right now is that with the black skin, the face doesnt really pop out from the armour and instead rather blends in. and since the face should usually be a kind of focal point, it seems wrong.
the anatomical issues noted in the two posts above this one--arms too short and hands too small both appear valid... though what is it about those powerbuilder types that make the arms look so short generally? is it because their muscles are so huge that they give the impression that the arm isn't proportional? that might be what's going on here...
anyhow, now that she's coming together i think you've got a piece to be proud of. i think the color map for the predominant metal surface could use some color variation, but other than that i'm impressed to see how far this has come. it was a very difficult read, visually, just looking at the normal mapped model, but with the skins on it's quite nice. keep it up, get her finished the way she deserves to be for the compo!
Really nice bit opf Modeling, there. Check to see if her elbow falls at the lower point of her ribcage, As for color variations, you could through in a few more metallic shades? or distress the armour. I wouldn't suggest that you go "flashy" at allo, but wome variation might be nice.
Personally, I'd stretch her the other way, make her taller. Just enough to push the non-human aspect. Who knows what funky sort of biped is ensconced in all those glowy bits.
you all seem to think I have some proportional issues going on. here's what I got.
I agree the hands look small. I'm listening. I'm getting to that. Chill'ax yo. But her height looks right to me. That torso looks a bit unnatural to me, Ninjas. But I think I know why you suggest it. To me, her arms looks to be the right length, but the elbow looks like it isn't out far enough to reach her waistline. I can probably do some proportional modeling, and fix that.
And I'll add some variations to the armor. I just started and it looks boring. I'm going to leave some texturing for the weekend so I can get the weapon and base started.
Alright! The diffuse map really highlights all of the great detail work that you've been doing. I like the patterns that you have going with the neon lights.
Something does look a little bit odd proportion-wise, but I can't put my finger on it. The torso seems to go on for longer than it should; maybe the hips are too low?
I'd say the transition from the waist to the hip is too sudden. According to Loomis, the widening starts at about the halfway mark on the abdomen. Quick paintover...
You could narrow the waist too if you want her to look more girly.
Yeah, I think Spacey nailed it, it's the width of the hips and thighs that's throwing off people's perception of where the waist is, therefore making the proportions seem odd.
Thanks. That looks about right. I thought the hips looked a bit slim. And the waist was thin at first, but I was told it was too thin. Making large scary women isn't easy.
quick high poly base. nothing fancy since it's just for show. I'll bake it down, throw on some textures. top part is going to be metal grating. bones in slime. yummy.
small update. I made all the adjustments you guys suggested. busy on texturing now. still working on the face...making it more fleshy. I'm gonna be up all night it seems.
i'm impressed with how well this one's turning out, this most recent render is looking quite professional, and all the forms are reading very, very cleanly.
the only thing that i'd like to see addressed more at this point would be a richer, possibly darker skin tone, like some of the earlier renders indicated. with no other skin showing (and it of course being her face), it's a huge focus point and i think as a contrast to the very monochromatic surfaces of her suit, her skin ought to be tone-rich as counterpoint. which is easy to do with dark skin, sometimes not so easy to do with lighter skin.
other than that, what are you thinking for the beauty render/final presentation? with the slime underneath the base and everything, i bet an underlighting/presentation scheme similar to the Q3 tier animations would work quite well. you certainly want the background fairly dark/backlight/underlit such that the glow-y bits stand out nicely... well however you shake it, i think she's turning out very well indeed, kudos. looking forward to the finished renders!
Nice style and quality! Congrats on getting finished, I know it was a ton of work but I'm sure you learned a hell of a lot and now have a nice new portfolio piece too
Damn straight. I learned more in the past month than I normally pick up in a year. For starters, this was my introduction to Zbrush. I made all the mistakes. Also, I normally use XSI 4.2, but most of this character was made in the trial of XSI 5. Some new tools in there that helped me a ton. This was a lot of work, but I feel like I've raised the bar for myself. Now that it's over, and all I can do is analyze, there's so many things I wish I had done better from the start. Art, and Workflow. I'm going to take a few days to chill out. I know what I'm capable of, and there's still more to improve. Mop, Gauss, all you guys, thanks for helping out.
yo tRens, get your ass online and let's play some BF2 again if you're up to it. I haven't played with a good squad in months. I'm hopefully landing a nice job soon, I'll have more time to play. Funny how that works.
I made a page on my site with more images of the character. How I did my textures and such. Perhaps you guys can give more focused critiques. Either way, I'm still thrilled just for finishing her on time. And she'll be ready for UT2k7.
Replies
Down to exactly 5000 polys. Got the rendertree set up for all the maps I want to use. Spent most of the day in photoshop correcting the most visible errors in the normal and ambient occlusion maps, then layed out the basic areas for the glow map.
Will try to work on this gradually, plus the weapon and base, and rigging within this last week.
P.S. could someone please fix the text under my thumbnail?
The only problem I see with it right now is that with the black skin, the face doesnt really pop out from the armour and instead rather blends in. and since the face should usually be a kind of focal point, it seems wrong.
her hands look too small
anyhow, now that she's coming together i think you've got a piece to be proud of. i think the color map for the predominant metal surface could use some color variation, but other than that i'm impressed to see how far this has come. it was a very difficult read, visually, just looking at the normal mapped model, but with the skins on it's quite nice. keep it up, get her finished the way she deserves to be for the compo!
Scott
you all seem to think I have some proportional issues going on. here's what I got.
I agree the hands look small. I'm listening. I'm getting to that. Chill'ax yo. But her height looks right to me. That torso looks a bit unnatural to me, Ninjas. But I think I know why you suggest it. To me, her arms looks to be the right length, but the elbow looks like it isn't out far enough to reach her waistline. I can probably do some proportional modeling, and fix that.
And I'll add some variations to the armor. I just started and it looks boring. I'm going to leave some texturing for the weekend so I can get the weapon and base started.
Something does look a little bit odd proportion-wise, but I can't put my finger on it. The torso seems to go on for longer than it should; maybe the hips are too low?
I'd say the transition from the waist to the hip is too sudden. According to Loomis, the widening starts at about the halfway mark on the abdomen. Quick paintover...
You could narrow the waist too if you want her to look more girly.
very basic, but i'm in a hurry. this is cutting it close. now to the base.
chico
the only thing that i'd like to see addressed more at this point would be a richer, possibly darker skin tone, like some of the earlier renders indicated. with no other skin showing (and it of course being her face), it's a huge focus point and i think as a contrast to the very monochromatic surfaces of her suit, her skin ought to be tone-rich as counterpoint. which is easy to do with dark skin, sometimes not so easy to do with lighter skin.
other than that, what are you thinking for the beauty render/final presentation? with the slime underneath the base and everything, i bet an underlighting/presentation scheme similar to the Q3 tier animations would work quite well. you certainly want the background fairly dark/backlight/underlit such that the glow-y bits stand out nicely... well however you shake it, i think she's turning out very well indeed, kudos. looking forward to the finished renders!
character and weapon together are 5000 triangles.
Scott
later man
tRens
I made a page on my site with more images of the character. How I did my textures and such. Perhaps you guys can give more focused critiques. Either way, I'm still thrilled just for finishing her on time. And she'll be ready for UT2k7.
http://www.elysiumvisions.com/home/3d/lucretia/lucretia.html