Yes, I know *yawn* another hack and slash 'babe'.
Originally designed for UT2K3, from this concept of mine:
..and modelled in Blender:
(sorry if they're a little dark - at least they are on this work monitor). The right arm's armour needs some work, it's only placeholder shapes at the moment. I'm not happy with the hair - it's a bit 'schoolteacher-y', I think I'll put some alpha-mapped planes in there. The polycount is around 2,500 (I don't have it here with me to be able to check exactly) I'm aiming for a finished count of about double that. It's not for any engine specifically, more an excersise for me. Any comments are welcome. I an going to UV map and texture her.... when I'm happy with how she looks.
Replies
PS. Can We see a closer shot of the head please ?
Rota
[EDIT] Here we are - some shots of her head:
Some suggestions:
id beef up the upper leg in sideview, and detail the elbow plate a bit more...its just a sphere right now, add the border and shape it a bit more like a real piece of armor, but hey that's just me!
I dont understand why you left those edges in the back upper leg, if they dont define anything, take them out! (hide them higher under the skirt).
Another thing i noticed, is the heel of her boots. Usually, the leg and heel are lined up with each other. It's better for stability, support and comfort .
Meantime - I spent a little while upgrading her hands, they now look like the fingers might actually bend. Old is on the right BTW
Now on to the ankles. I think I'll work from the bottom up.