Hey guys,
I just finished this model, and started blocking out the colors for a new game that I'm working on. I hope that I can make it into an MMORPG so the model has very few polys. Comments and critisism would be greatly appreciated!
Model and Wire
Uv's
Color blocking
Replies
I've made a bit of headway working on the texutres, once I've blocked it in Photoshop, I'm going to bring it into Sketchbook Pro, weird way of texturing, but I find that I have the most control over the brushes.
Thanks for the comment Ninjas
Loops around joints like knees and elbows will help that.
And why the hell is the waist area so dense?
And the little unnoticable loop around the top of the skirt, i mean who the hell will see it?
And the socks could be just painted on too.
And the sunglasses are way over the top in terms of polys used.
Keep it consistant.
Thanks for the comments though.
nice progress on the model. I would advise modelling things like eyebrows and glasses after the rest of it is finished and textured. you have pleanty of space in your texture map
Ok fixed the deformation problems, tweaked the mesh, and lowered the poly count. The reason why the chest has a higher poly count is becuase its a girl.
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Wha? It's a little girl with small boobs, under a dress...unless you plan on making them animated to bounce (ermmmmm that'd be awkward) there's ways you could simplify the edges there to save plenty o polies. Same with the glasses, you could get away with using a few alpha'd planes to get an even better shape from them.
ore wa ai Hinoi Team!! wooooo!!
(excuse my weak japanese!)
checked out your webpage!
again, sorry for being OT, I have nothing to crit about the model!
*dances away into the sunset, "aishiteruuuuuuu"!"
Alright I have finished texturing for the body. Now its off to texturing the hair and the extra bits. I still also have to put the eye in, but I'm not sure which style I should use. Anyway, here you guys go, enjoy!