Made with no poly limit in mind. It's an exercise in working with higher polygon numbers (without using subdivision) and a character I've wanted to model for some time. The two swords are plasma weapons so the part you see isn't meant for hitting anything. Some places have double edgeloops in order to influence the shading (though I don't think I've made a model without those lately, Blender has no smoothing groups and detaching geometry sucks). The stuff on her left forearm wasn't in the concept originally but she looked like she'd need something to reduce the symmetry. Maybe I should reconcept that bit, it doesn't look very convincing...
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can we get a close up of the face mesh?
There's also a pole (many edges connecting at one vert) outside the edge of the eyes, I think you could get rid of those and improve your general mesh flow by... uh... well I painted up a sloppy edge loop eval for ya to try and help. A couple of the edges radiating from your eye loops end up going straight down the side of the face when they could be continuing horizontally (or diagonally or whatever their "natural" direction is) back. I'm not saying this is the best and only way to do edge loops, but so far it's given me the best results. Hope it helps.
Couple of minor crits that I can see - her feet seem a little too big, and the shape of them could do with some tweaking to make them less linear, and more form-fitting - take a look at some photo ref of women's boots and try to match the shape. They're rarely as flat and straight on the top and sides as that.
Her hands look a bit small, and seem a little unnecessarily poly-heavy? Depends what you're going for, I guess.
I wouldn't worry too much about the loops around the eye that Ferg mentioned (sorry Ferg! ), it looks fine and shouldn't have any problems deforming in animation. Granted, it's not "ideal" topology there, but I don't think it needs to be reworked either.
I agree with what you said about maybe re-concepting the forearm piece, it seems fairly random and I'm not sure of it's purpose. Actually in general her costume seems fairly bland, but I'm sure that could be improved with a texture.
Keep it up!
As for the hands, I was going for "as many polygons as make sense" since I usually don't put a lot of detail into the mesh. The nose polgons do contribute to the shape and shading, they're just not very pronounced.
The costume is a rather simple design, I don't think the texture will make it look much different. She's wearing a tight black bodysuit, the separate cloth geometry will have a different color. That should create a black cross shape on her torso so it's not all one colour.
can you please post the side and the front view of the face
make them with hair and without
side and side with hair
and front and front with hair
thanks
GURU
Hair is transparent so I have to do less renders *lazy*.
I'm currently not working on it, the heat is killing me and my brain isn't capable of modeling anything more complicated than a few units for a TA Spring mod I spontaneously decided to start.
But I like the boots. Definitly the best you have done so far, especially since that always seemed like a weak spot of most of your models.
looking nice so far. Not really sure the weapons work.
Tried a slightly different approach to texturing. I think I've corrected the ear position. WTF is a "gelfling"?