Hey all. This is a personal project I'm working on in my spare time. It's intended for use in the Source engine and I'm trying to keep it under 5k of tris. Right now it's sitting on 4950.
I'm happy with how it's turning out so far but the hair has been a pain in the ass. It's supposed to be braids but I'm not sure how it'll turn out. Don't really have many more polys to throw at it either. I'm still planning to knock a few more polys out of it to allow for some small props. I also haven't given any thought to a final colour scheme yet.
Crits and suggestions are welcome. Thanks.
Concept:
Renders:
Replies
Showster> Could you be more specific? They seem fine to me, although I've been staring at it for so long I wouldn't really notice most flaws.
ComradeJ & Entity> You guys are right about the symetry. I've added those few small props to break that up a bit. I could lose one of the holsters, but personally I like having two of them there. Before I'm done with the mesh I'll go over all the clothes and create some unique creasing on each side. Appart from that I'll be relying mostly on the textures to give a subtle asymetry. They'll be pretty gritty which should help. I probibly should've also mentioned earlier that her boots are meant to be steel-capped motorcycle boots. In case they seem too bulky around the feet. Thanks again guys.
Here's a small update:
if you ask me she needs to look as if ishes relatted to one of these dudes inorder to be post apocalyptic, do your reaserch
http://www.physics.hku.hk/~tboyce/sf/films/71.jpg
I think you're pidgeonholing the genre a little extremely, kiril0t.
As for the model, I like how i first interpreted the concept, when I thought her duster only had one long side. that would probably be the easiest way to establish the assymetry everyone is howling for.
I'd also get rid of one of whatever is strapped to her thigh.
looking good, though
I've still got a fair bit of work to do on the texture, haven't even touched the skin yet, I'll be starting on that tomorrow. I still have to add some overlays (leather, cloth, metal, ect), and then add dirt and grime. I haven't been stressing too much about seams as I've been painting because I plan to straighten them all up towards the end using the method shown here:
Texture seam elimination using render to texture
If you haven't seen it I highly recommend checking it out.
Those bright green areas are chunks of UVs I haven't stacked yet by the way. Any comments or crits are very welcome, particularly about the texturing so far. I could really use some fresh eyes on this one. Thanks.
I'm totally digging the creases in the pants and the trimming on the jacket. I agree with Gav about different colour straps and laces for the boots.
Keep it up!
-caseyjones
Emil> Thanks man, I'll do my best to get this finished within the week.
bootstraps and metal clasps should definitelty have some hard edges.
Why not focus more on what her occupation is and emphasize that to give her a little more character?
Giving visual cues of who your character is through her clothes, accesories, facial expression, and later on her gesture, will make a much more compelling character.
Kongni> I know what you mean man and you're right. I'll be trying to add a few little features to the texture once it's been dirtied up a bit. Hopefully that should give a better idea of who the character is meant to be.
Just to give anyone who's looking at this an idea of what I'm going for, I'm trying to give this character a sort of futuristic post apocalyptic look. Kind of like the apocalypse has happened, but not for about another 50 years or so from now. Not really going for the hardcore desert gimp look from something like Mad Max, more like a character you'd find living in the ruins of some large city. The best example I can think of off the top of my head would be the sort of scene they had going in George A Romeros 'Land of the Dead'.
Thanks for the comments guys.
but post apocalyptic is extreme, or at least in my opinion it should be. and i dont see how im pigeon holing the genre just cuz my vision of post apocalism is difrent then yours. The models really nice i just think she looks to clean for the day after the apocalypse. Looks kinda "green peacy" to me but youre right the texture will tell. I meant no disrespect. I said absolutely nothing positive in my previous post. I was just expecting something else.
Eagle as far as the texturing i dont know what kind of setting/env youre envisioning for her but i would suggest giving that some thought and having it come through in the texturing. She looks nice but im still standing by too clean.
As for the crits you are right, I have mentioned though that I haven't even begun to dirty it up yet. I still need to finish the base texture, fix seams, add some overlays and then add dirt and grime. There's also a rough description of the sort of the look I'm going for in my previous post.
It's coming along great and looking forward to the next revision.
-caseyjones
As for the hair I think you're right, when modeling it I thought it would look fairly natural but it does look a bit odd to me now that you mention it. So last night I painted the strap from the goggles to come out behind the hair and look like it's pulling it in. I think that turned out pretty well too, wish I could say I planned it that way.
Anyway I should have some new renders up in a week or so. Thanks man. By the way, are you gearing up for the Dominance War in Feb?
As for the Dom War, I'm ordering a copy of Mudbox with my next pay then I'll have to start getting good at using it in the little time that I have. This is one comp I have to finish even it means getting no sleep for a month!
-caseyjones
one thing: i dont believe the shadow under her jaw, on the side plane it looks ok, but then just below her chin? mmmmm doesn't look right to me.