just something im working on at the moment, thought some people would like to rip it apart before i get attatched to it. around 6500 tris, going for low end next gen.
dont worry about being gentle, ive already been loosened up
Looking quite good so far, I like the overall design, not what I was expecting The shapes are nice, but the geometry could be optimized some more. For example you could collapse a few edges in the collar, I think you also have a few too many vertical edges in the abdominal region for what is being defined, the feet also have too many polygons, especially in the toe region, I would collapse two of the loops going around the foot. You could use those extra polygons in the shoulder area, because right now it doesn't look like it will deform nicely. The forearm could also use one more loop to compensate for rotation along its length, and to add some shape definition, it's looking a bit angular for the polycount. Again there are a few too many vertical edges in the thighs, just remove two or three and then add a cross sectional loop to the area above the middle of the thigh since it looks quite angular.
Head's looking good, can you post a close up? A back view would be nice as well, I can't tell what's going on with the lower arm shoulders. A few lights would be helpfull too because I'm having a hard time seeing all the details with all the shadows.
That's the gist of it, I think your model will turn out great if you keep working at. So keep working at it
edit: I just realized that the secondary arm is not actually attached , just sitting behind the model lol. I'm assuming it is going to be attached though after looking at your drawings.
awesome man, thanks. i tweaked some of the edges you pointed out and it dropped the count down quite a bit.
here are some new renders.
she still has a bit of clean-up, bit im liking the direction she is going right now.
tonight im gonna mess with the boots some, make some cuts to define a couple parts and what not in the back mostly.
check this out richkid, http://members.cox.net/wisdim/img/3D11.jpg
i made similar models for a hl2 mod in college. the concept was based off a written design and it was from a base model that i took further and was planning on making into different class versions.
(i edited out stuff about me having the same hat as him and being poor.. proceed.)
i have seen that model before, i like it a lot. and i too am not rich, its just my last name, i was actually raised on welfare, the irony of my existence.
I like this model a lot, and I think it's to great extent because she looks so elegant, especially her hands with elongated fingers. Nice use of edgeloops too. I hope you can make her really pretty in an alien kind of way, when you get around to painting the texture. She also looks very sad. Nice work, keep it up!
Looking really cool! Really like the sleek look! I find Per128's comment from a recent thread to be pretty funny right about now though...
"what the hell, lol. How can two people both, independently, come up with such a morbidly oddball concept?" -Per128 http://boards.polycount.net/showflat.php?Cat=0&Number=146434&an=0&page=1#Post146434
Dude, that's looking great! I really like the form of the additional arms farther back towards the scapula. As much as I really like that, I also think that with 'form following function' the added smaller arms might be more useful towards the front, but that sounds like another model - another day. I like the alien flow of the head; although, the extended jaw bones, and cut cheek bones gives off a more masculine vibe on the face. The single noodly hair thing is cool.
Also curious if you were going to do anything asymmetrical with that right secondary arm? I really think the model would benefit from some asymmetrical attributes, not necessarily anything overboard; but for example: tilting of the belt, diagonal strap across the torso, so on. It really gives the model an added degree of character and polish.
Looking cool so far. I'd try to work on the flow of the limb silhouettes. Look at it as a solid color in flat view. Right now the only real interesting aspect of the silhouette is the quad arms. Try making the thick thin aspects just as appealing, the legs need this especially.
Whats up RICHKID... So it's good to see your stuff on here finally. So on with the crits. Someone else already mentioned it but I would look at the shoulders and see if you can maybe work on those a bit more or toss a quick rig on it to see how it deforms.
I know you are using max so a quick biped and you should see decent results to let you know what to work on.
Another thing is. I would like to see some slightly larger hips and legs. Give her that sultry sexy look but also with some powerful legs. Take a look at all those Victoria Secrets catalogs you've got laying around on your bedroom floor. I know you and I know you have them.
See you later pal...and I look forward to updates.
thanks guys, these are helping out a lot. i should have started posting here a while back.
miles- yeah, the funny part is that i know that guy (i designed mine first)
poops- thats something that i forget to do pretty often, there are some accesories like a backpack, holster, and stuff like that which will liven her up some more. but i will play with her base body to add some interest.
mr moody- i want her to come across more agile and trackish, beefier legs would make her look more soccer player. im thinking lots of running and climbing. and i cant afford no victorias secrets, those are sears catologues. catch ya in class tonight.
Replies
Looking quite good so far, I like the overall design, not what I was expecting The shapes are nice, but the geometry could be optimized some more. For example you could collapse a few edges in the collar, I think you also have a few too many vertical edges in the abdominal region for what is being defined, the feet also have too many polygons, especially in the toe region, I would collapse two of the loops going around the foot. You could use those extra polygons in the shoulder area, because right now it doesn't look like it will deform nicely. The forearm could also use one more loop to compensate for rotation along its length, and to add some shape definition, it's looking a bit angular for the polycount. Again there are a few too many vertical edges in the thighs, just remove two or three and then add a cross sectional loop to the area above the middle of the thigh since it looks quite angular.
Head's looking good, can you post a close up? A back view would be nice as well, I can't tell what's going on with the lower arm shoulders. A few lights would be helpfull too because I'm having a hard time seeing all the details with all the shadows.
That's the gist of it, I think your model will turn out great if you keep working at. So keep working at it
edit: I just realized that the secondary arm is not actually attached , just sitting behind the model lol. I'm assuming it is going to be attached though after looking at your drawings.
here are some new renders.
she still has a bit of clean-up, bit im liking the direction she is going right now.
tonight im gonna mess with the boots some, make some cuts to define a couple parts and what not in the back mostly.
ill keep posting her up
http://members.cox.net/wisdim/img/3D11.jpg
i made similar models for a hl2 mod in college. the concept was based off a written design and it was from a base model that i took further and was planning on making into different class versions.
(i edited out stuff about me having the same hat as him and being poor.. proceed.)
"what the hell, lol. How can two people both, independently, come up with such a morbidly oddball concept?" -Per128
http://boards.polycount.net/showflat.php?Cat=0&Number=146434&an=0&page=1#Post146434
Also curious if you were going to do anything asymmetrical with that right secondary arm? I really think the model would benefit from some asymmetrical attributes, not necessarily anything overboard; but for example: tilting of the belt, diagonal strap across the torso, so on. It really gives the model an added degree of character and polish.
Keep rockin on man!
I know you are using max so a quick biped and you should see decent results to let you know what to work on.
Another thing is. I would like to see some slightly larger hips and legs. Give her that sultry sexy look but also with some powerful legs. Take a look at all those Victoria Secrets catalogs you've got laying around on your bedroom floor. I know you and I know you have them.
See you later pal...and I look forward to updates.
miles- yeah, the funny part is that i know that guy (i designed mine first)
poops- thats something that i forget to do pretty often, there are some accesories like a backpack, holster, and stuff like that which will liven her up some more. but i will play with her base body to add some interest.
mr moody- i want her to come across more agile and trackish, beefier legs would make her look more soccer player. im thinking lots of running and climbing. and i cant afford no victorias secrets, those are sears catologues. catch ya in class tonight.
thanks again all