She'll be for q3a, gotta do something fancy for the gunarm though. Skin will have further polishing next and i gotta make that "paper" and hair mask (comes after since it's asymmetrical)
Liking it so far cheapy! One of my favorite characters from Darkstalkers. Definitely need to work on the face, maybe try a less anime-ish style and more realistic look to the features (less Big Eyes Small Mouth and a more real-human look). I expect PROGRESS!
Awesome man! The mermaid guy you made before this one was great too. BTW, the faces of the ribbon and bottom half of the shirt look like they need to be flipped.
not only is it not a gaygoyle, and it has tits.. its also a decent model and texture, tho optimize the top of the hat, that many segments may be needed around the brims edge, but as the hat tapers at the top the polys are wasted,, so as the hat gets smaller instead of keeping the same poly flow, i would colapse like every other edge to cut back there
Thanks guys. The ribbon and stuff look like they needed to be flipped because I quickly duplicated/flipped the polys to show the two sides of the texture.
Also i've minorly fixed up her face, she doesn't look as "dumb" anymore
One of the things that bug me the most about the model is her back. I really couldn't figure how that ribbon was connected through the dress with the back flap and other stuff and there's hardly a ref picture of her back so it was just crappy guesswork, oh well
Construction crits - the hat has far too many polys.
You really should have an extra edge cut at the back of the knee, right now that's gonna deform pretty weirdly.
Texture crits - Eh, do you have a graphics tablet? Or is this mouse work? It's all looking very dodge/burny and blurred. I'd be interested to see the flats because if that's a 512x512 on the body, it's being used really inefficiently. I'm pretty sure you could get exactly the same detail out of a 256x256 or even a 128x128.
The highlights are pretty much just a lighter version of the base colour and the shadows are just a darker version - this is not how light works, and it doesn't look right when painted in this way - colours should shift between shadow and highlight, colours bounce off each other... they don't just get lighter and darker and stay the same colour.
Anyway yeah nice to see you doing something like this, looks pretty good but as I say needs optimising work and either down-scale that texture to 256x256 (currently you're wasting texture memory) or add more detail so that it justifies the use of a 512x512. Likewise with the face.
I agree with what has just been said. Just wanted to add that I sincerely like the color palettes you are using on that. It's a tricky thing that can go wrong very easily, and it seems you made some wise preplanned decision to avoid that. Nice!
Thanks for the mad praise guys, that's the most i've gotten since I did Afrit some four years ago, however that was because mop uvd him. This is the kind of stuff I want that gives me motivation, and with that positive attitude brought to my stuff will encourage me to make more stuff and variation.
Anyway my skins do look the same downsampled down to half sizes (two 256x256's and a 128x128) and for now i'll prepare her in q3a. No problems exporting the triangles (the cloth thing is because i didn't seperate that into another material group yet, which i will do after rigging for the sake of vertex weighting.) http://www.planetgargoyle.com/models/hsiq31.jpg
ouch, overexposure. Guess i'll darken her skin a bit later then as well as giving those baggy clothes sharp wrinkles and drapery. As for her head, since that's unaniamted, it can be polished and decorated later.
Also, her face appears very blurry at a distance, i wonder if a little bit of nomipmaps in the shader will fix that issue
EDIT: nevermind, inconsistent
yep she's too bright but looking cool cheapy
I like the saturated colors though, did you try adding a cell shader to her ? I guess that would make the model looking even better...
Almost finished animating her, managed to get her weapon on her back on taunt anim I also tossed a tag_flag in there for the other hand, which is really meant for Team Arena player models but appears better when you've got a flag actually in the hand and it actually works in stock q3a albeit missing a model (which teamarena has, probably a repositioned flag for tagged use)
I just need to adjust the tag_head now and add a bit more shine on that paper. There's sounds as well though they somewhat lack variety (repeated pain and death sound from vampire savior atm)
EDIT: Colors and highlights changed again since this post.
This is looking good, CheapAlert. It's always nice to see people get custom content in game. That tag hanging from her hat seems to be blocking her face, why not move it off to the side a bit? Can't wait to see this one in motion, nice work.
Call me hasty or premature, but i've polished it plenty to "release quality" and fixed some glaring animation/skin bugs, i've sent it to polycount. Happy with the result only "problems" is the backpedal anim stuttering, but that's fitting for the whole hopping corpse zombie character.
Also did a bunch more recolors for ctf and other variety.
(Click for HUGE ASS PICTUER!)
Replies
Also i've minorly fixed up her face, she doesn't look as "dumb" anymore
http://www.planetgargoyle.com/models/hsienko3.jpg
One of the things that bug me the most about the model is her back. I really couldn't figure how that ribbon was connected through the dress with the back flap and other stuff and there's hardly a ref picture of her back so it was just crappy guesswork, oh well
One thing i'll be stuck on is her sister as a ward-paper stuck on the hat, since there's barely any reference or pictures of that
what do you mean, the nose is there
One thing i'll be stuck on is her sister as a ward-paper stuck on the hat, since there's barely any reference or pictures of that
[/ QUOTE ]
http://homepage3.nifty.com/ueyamam/imageM/tops/leilei.jpg
http://www.infosakyu.ne.jp/~samurai/leilei_20000.jpg
http://www.aoinanase.de/darkstalkers/darkstalkers-lei-lei.jpg
There you go (googled for "leilei")
Only problem I can see is the too strongly visible mirrored texture on her 'lion-cloth'.
Construction crits - the hat has far too many polys.
You really should have an extra edge cut at the back of the knee, right now that's gonna deform pretty weirdly.
Texture crits - Eh, do you have a graphics tablet? Or is this mouse work? It's all looking very dodge/burny and blurred. I'd be interested to see the flats because if that's a 512x512 on the body, it's being used really inefficiently. I'm pretty sure you could get exactly the same detail out of a 256x256 or even a 128x128.
The highlights are pretty much just a lighter version of the base colour and the shadows are just a darker version - this is not how light works, and it doesn't look right when painted in this way - colours should shift between shadow and highlight, colours bounce off each other... they don't just get lighter and darker and stay the same colour.
Anyway yeah nice to see you doing something like this, looks pretty good but as I say needs optimising work and either down-scale that texture to 256x256 (currently you're wasting texture memory) or add more detail so that it justifies the use of a 512x512. Likewise with the face.
I agree with what has just been said. Just wanted to add that I sincerely like the color palettes you are using on that. It's a tricky thing that can go wrong very easily, and it seems you made some wise preplanned decision to avoid that. Nice!
Anyway my skins do look the same downsampled down to half sizes (two 256x256's and a 128x128) and for now i'll prepare her in q3a. No problems exporting the triangles (the cloth thing is because i didn't seperate that into another material group yet, which i will do after rigging for the sake of vertex weighting.)
http://www.planetgargoyle.com/models/hsiq31.jpg
ouch, overexposure. Guess i'll darken her skin a bit later then as well as giving those baggy clothes sharp wrinkles and drapery. As for her head, since that's unaniamted, it can be polished and decorated later.
Also, her face appears very blurry at a distance, i wonder if a little bit of nomipmaps in the shader will fix that issue
EDIT: nevermind, inconsistent
http://www.planetgargoyle.com/models/hsiq35.jpg
http://www.planetgargoyle.com/models/hsiq36.jpg
I like the saturated colors though, did you try adding a cell shader to her ? I guess that would make the model looking even better...
http://www.planetgargoyle.com/models/hsiq311.jpg
http://www.planetgargoyle.com/models/hsiq312.jpg
http://www.planetgargoyle.com/models/hsiq313.jpg
and a fun rare moment while bot testing earlier
I just need to adjust the tag_head now and add a bit more shine on that paper. There's sounds as well though they somewhat lack variety (repeated pain and death sound from vampire savior atm)
EDIT: Colors and highlights changed again since this post.
Also did a bunch more recolors for ctf and other variety.
(Click for HUGE ASS PICTUER!)
Give it a whirl here
also an sdk if anyone wants to take a stab at a skin for her. Beware of the crap foot uvs!
oh and i tried for a bit of facial detail