i think the jaw is off a bit, but what i think is making her look less asian is the nose bridge. this was something i was fighting with too, untill i got a good tip from my asian art director... asian people dont really have a nose bridge, some have more than others, but cute little asian girls are almost completly flat inbetween the eyes. they have little button noses that start comming off the head much further down than us white-european looking folks.. did a small paintover, hope i didnt stray too far from what you were going for.
**edit, also i made the cheeks a bit more plump, this is just a matter of preference. some southeast asians have very pronounced cheek bones.
Paintova powa! Haha yep I think you are right guys. But I also should have said that this was a userview screengrab, oops
It's a hard balance to find really, and I agree with the points you are both raising with the pictures. I just don't want to make her too childish - instead of a complete young package I'd love to give her young eyes (because Chunli jumps around the place when she wins) with still a buff look (bacause Chunli kicks ass when she fights, sometimes).
But still, the nose needs work, it way too straight atm, and blending it in the main face plane can definately improve the asian look. Funny how Chunli is almost never portrayed as Chinese in loading screens aso tho!
And yeah EQ summed it up, not much things to say about the technique... It's just kind of 'unstable' because you work on everything at once, texture, model, UVs. I just feel like it fits personnal projects quite nicely as you can go forward bit after bit and day after day without the "model-then unwrap-then paint texture" pattern. It simply involves making the final UVs at the very end, to bake from one channel to the other (I like to lay down all my texture bits on one 1024, then pack the UVs more efficiently and render to a 512)
Anyways, today is TIGERS day, also tweaked the body.
Wow, this is excellent, the shapes look spot on, and the shoes texture is friggin great...Only thing i see that looks a little weird is she has Cankles....but maybe ur goin for that since you want the strong look.
Think you can post some wires when you get back Pior? There's something odd about the hips in that new pic, it looks like her erector spinae are going too far down the sacrum. I know they actually do go down all the way, but the visible portion of those muscles should begin just above where the butt crack starts. Aside from that, it's looking good, as usual :P
Awesome work, you got some mad skills.. I was planing on making all the SF characters starting with akuma or gouki. Looks like chun li is off the list, you got it owned. Don't want to jack ya thread, but heres a peak. Going in a different direction to your chun li. ('warning' akuma is nekkid and quite rough.) KEEP UP THE GOOD WORK!!!
Kickass! Although I like the strong jawline she has better than arshlevon's paintover because it looks like she could take a punch. Not that I approve of beating women, but she is supposed to be a fighter.
Lovin it. I have to somewhat agree with arsh. The features he brought out definately scream asian but i still like the strong jawline u have going, but the nosebride... definitely needs some flattening. Maybe keep the jawline wide just round it out some? I like the bulky legs aswell, but she needs some more ass to move em around with.
has usual you kick some ass!!
but your new jobs push your style in a dark way..
i can't recognize your hown style in this character!
where is you color flavor PIOR?
and street fighter is all colored..you know!
Dude, I've never seen a workflow as yours. I don't think it would work for me, but I must say I'm really impressed by it and the result you're achieving.
You mean what a wonderful pair of thighs! I've always had a thing for gymnist/soccer/field sports chicks. Love them atheletic, muscular legs...that skinny, knee's bigger than than my thigh runway model crap is just too much. I think that's one place that a girl can be very muscular and still look very feminine....ahem...anyway...
Awesome work Pior, I've really gotta give that texture, then model workflow a spin. Seems like it could take some of the pain out of the UV mapping process, since you basically just model the UVs then push alittle here and there. I guess its basically just doing texture quality concept art + some flattened out bits. I think Jason Manely has mentioned them doing something like that at Massive Black...basically making the orthagonal concept art tight enough to basically just be projected on to the model with minimal adujstments.
Oh yeah glad to hear it's being used in some places!
Then again it can be quite a twist to a pipeline, but trying it is worth it in my opinion.
For me it really kills the few frustrating steps that used to annoy me in character modelling, ie, a tendency to model features bigger than they should be because of the 'busy' feedback that a polygon modelling application gives {wireframe and vertex display getting in the way}
Funnily enough I remember this technique from way back in the milkshape days - there was this tut in which an existing HL Gordon texture was applied to a user-created model.
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PIOR win.
Oh and J, I think you little tweak is right, if you are looking at the concept at least.
**edit, also i made the cheeks a bit more plump, this is just a matter of preference. some southeast asians have very pronounced cheek bones.
It's a hard balance to find really, and I agree with the points you are both raising with the pictures. I just don't want to make her too childish - instead of a complete young package I'd love to give her young eyes (because Chunli jumps around the place when she wins) with still a buff look (bacause Chunli kicks ass when she fights, sometimes).
But still, the nose needs work, it way too straight atm, and blending it in the main face plane can definately improve the asian look. Funny how Chunli is almost never portrayed as Chinese in loading screens aso tho!
And yeah EQ summed it up, not much things to say about the technique... It's just kind of 'unstable' because you work on everything at once, texture, model, UVs. I just feel like it fits personnal projects quite nicely as you can go forward bit after bit and day after day without the "model-then unwrap-then paint texture" pattern. It simply involves making the final UVs at the very end, to bake from one channel to the other (I like to lay down all my texture bits on one 1024, then pack the UVs more efficiently and render to a 512)
Anyways, today is TIGERS day, also tweaked the body.
Great job Pior. At that polycount I'd be tempted to poly in the line of the collar bone.
This smacks of a Polycount challenge - a 2006 Street Fighter redo.
http://boards.polycount.net/showflat.php...ge=0#Post150914
(in all honesty, I hope you don't mind. Rick's idea just sounded really good..) =]
Why should I care? I have Chun Li already 50% mouhahaha! I'll just do the Ken I planned to do ... sometimes in the future!
I won't enter the comp tho, this is really an experiment thing that I planned to do at my leisure hence I will not give myself a deadline.
Ben you should do Dalshim!
Tried to find the final leg shape and also reworked the Tigers.
HA f*uck, another unpredictable screen thing here... Tried to brighten the image alittle, now its all dull. LCDs are getting on my nerves!
Boo, will be away for 4 days!
pior how do u eliminate the aliasing in your viewporn screengrabs ?
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super duper screen rez..
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pior how do u eliminate the aliasing in your viewporn screengrabs ?
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super duper screen rez..
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That, or you can simply turn on anti-aliasing in your video card's preferences, if your card supports it.
http://img155.imageshack.us/my.php?image=akumawebiw4.jpg
And yes, the shoes are also totally sweet.
Shoes are badass... wish mine looked that cool.
but your new jobs push your style in a dark way..
i can't recognize your hown style in this character!
where is you color flavor PIOR?
and street fighter is all colored..you know!
is good to see some new stuff from you still!
in any case, looking good.
Keep it up!
what a pair of thighs.
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You mean what a wonderful pair of thighs! I've always had a thing for gymnist/soccer/field sports chicks. Love them atheletic, muscular legs...that skinny, knee's bigger than than my thigh runway model crap is just too much. I think that's one place that a girl can be very muscular and still look very feminine....ahem...anyway...
Awesome work Pior, I've really gotta give that texture, then model workflow a spin. Seems like it could take some of the pain out of the UV mapping process, since you basically just model the UVs then push alittle here and there. I guess its basically just doing texture quality concept art + some flattened out bits. I think Jason Manely has mentioned them doing something like that at Massive Black...basically making the orthagonal concept art tight enough to basically just be projected on to the model with minimal adujstments.
Then again it can be quite a twist to a pipeline, but trying it is worth it in my opinion.
For me it really kills the few frustrating steps that used to annoy me in character modelling, ie, a tendency to model features bigger than they should be because of the 'busy' feedback that a polygon modelling application gives {wireframe and vertex display getting in the way}
Funnily enough I remember this technique from way back in the milkshape days - there was this tut in which an existing HL Gordon texture was applied to a user-created model.
http://www.planetfortress.com/tf2models/tuto/ms3d_sc/tuto_ms3d_sc3.htm
Still need to find some time to refine that Gymnast! Real life gets in the way...
less talk more rock.
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