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Pirate Girl (Color suggestions)

PlayfulPuppy
polycounter lvl 17
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PlayfulPuppy polycounter lvl 17
Hey guys, first post of my own work, and I'd like to thank you all for your incredibly inspiring work. smile.gif I always check this place out before digging in.

I've been making this character for a game that I've been working on, but as the texturing has progressed I've become less and less confident in the color choices I made at the beginning. I just want to get a second opinion about how the colors are working out (And any other issues you can spot, it sucks working in a vaccuum).

She's pretty poly-heavy at this point (Almost 5000 polys, yuck), but after the texturing is completed I'm going to go through and cull what I can to bring her down to about 3000.

Obviously untextured areas at the moment are the collar, hands, belts and the base of the shoes. Unfinished areas are the coat (More color variation), the face (Darker skin) and the lip of the boots.

Thanks guys!

20060228persp9cp.jpg

20060228orth3jy.jpg

Replies

  • KDR_11k
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    KDR_11k polycounter lvl 18
    Pirate midget!

    I'm not sure how it is with midgets but to me the arms look a bit long.
  • PlayfulPuppy
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    PlayfulPuppy polycounter lvl 17
    Heh, I probably should have included some info about the character herself.

    She's supposed to be quite short ("5 foot nothing", according to her design spec), and she's also posing as a guy so she's supposed to have a vaguely tomboyish look about her.

    ... as for the arms, they look right to me. When posed with her arms down, her elbow lays at her waist and her wrist is a little bit below her hips, which (Using myself as a model) seems correct. Anyone have any conformation on this?
  • Zergxes
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    Zergxes polycounter lvl 18
    I can tell this is female but maybe some of the visual cues for that are a little too subtile. The hips seem a little short and narrow, but maybe that's the clothes.

    Cool style.
  • JKMakowka
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    JKMakowka polycounter lvl 18
    The biggest problem I see is that the textured version doesn't look like it is useing that many polys at all.
    You could probably cut more than half of the polycount with it looking exactly the same.

    Even if you plan to animate the face you will not need that many polys in the face.
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