I do not do a lot of character modelling with that high poly details and don't bother to keep everything in quads anymore myself, but it is looking good. The mesh could still use a little tweeking.
I wasn't certain if you modelled it in a so you could apply mesh smoothing that subdivided everything, but I think you could have used less polys with a bump or normal map on the beveled parts of the costume.
A lot of polys on this for the cylinder type forms, but its seems to be lacking the divisions through the height. If you look at the calves and forearm there is a hard angle thats seems quite noticable to me. Those parts don't match the detail of curvature of the cylinder segments.
You put her in a pose, but the face has this blank expression. Try moving the eyelids. The forehead color doesn't really match the rest of her face.
It looks like you did great job in keeping the figure in quads. Are the ears and hair also detailed with quads?
Thanks for the tips guys. I'll try to round out her hips more. You can't see for the angles I rendered, but my roomate says she needs more budunka-dunk as well
I think there are only a few triangles in the model. I am a total newbie to rigging and deformations so I don't really know where it's safe to use triangles. Also I did put her body into zbrush, so I was avoiding the funky subdivision thing with triangles. I didn't do too much detailing in zbrush but for some reason must subtle midrange stuff like her abs but I think it's been washed out by my bad lighting or I need to go make the normal maps pop out more. Ears and hair are also all quads.
I'll spend more time on her face textures as well as the hair. I guess I over did the "golden" area of the forhead and "red" areas of the nose.
And I knew I should've rigged her eyelids...
If I save out my weight maps and add more bones to the rig and so a few minor geometry changes, can I reload in that map to save some time?
Liz was kinda hot! Right now Sue here is 7421 triangles and I'm using 2 2048 x 2048 maps. I don't know if I need maps that big considering the detail level I'm using though... and I was shooting for 10k but I wasn't sure how to distribute the polys (I definetly modeled the hair extremely low poly). I'd like to give her a few more hours of work and rig her since I put this much work into her already. Here's an updated pic for any final critques before I rig her and move on.
- She has crazy eyes. When the eye lids don't cover up some part of the pupil people tend to get a blank stare or crazy look. Rick taught me a good rule of thumb for eyes. The bottom of the iris (color part) rests on the bottom eyelid. The pupil (black part) rests against the top eyelid. Kind of like this. Its a male eye but its the closest thing I could google.
- Also paint some shadows on her eyeballs and work on getting the flaps of skin around the eyes to conform to the eyeballs. Shadows will help get this done.
- She needs teeth. Unless someones lips are closed the teeth normally show thru. You really want teeth in there if the face is going to be rigged. If the face isn't going to be rigged then it should be closed so she doesn't look like a mouth breather.
I did a paint over of the eyes to help give her a less crazy bitch look.
you made an invisible woman blow up doll? Rite now she looks very bloby giving her a blow up doll look (the mouth pose isn't helping that either)
The best thing you could do for this model is to take her head off for now so we can help you with her body first. The head needs ALOT of love so that comes second.
Id stick with a 1024x body and a 512x head for the textures.
After looking at it for a while, I came to realize that the mouth is off and not the normal collagen filled lips everyone is used to seeing on hot chicks. Also the render or the texture are adding a lot of gray to the face, it happens quite a bit with normal mapped models as the engine/render is being told to cast ever so slight shadows on all areas.
She needs some soft reds in her cheeks and around her eyes.
The cheek bones need to be more pronounced. soft highlights across her nose, cheeks and forehead. Her nose needs to be lightened up a few shades. Also make sure to make note of the folds of skin above the eyes, they kind of sit on top of the eye and puff out a bit towards the corners of the head they don't sink in like eye sockets unless someone is surprised and the forehead muscles pull the eyebrows up.
Her eyebrows are a bit high, so I brought them down and that helped with the surprised look.
I took a little bit more time and did another paint over.
Mmmm invisible woman blow up doll.. what? I mean, I'll definitely give her head more loving er I mean I'll get to work on these changes with the eyes, lips, teeth, texture sizes, more redder cheeks etc.
Maybe after this model I need to do several butt studies. What do you call the opposite of a bust? A badunkadunk? Do people make those? I guess I will.
For the rest of the proportion fixes use my huntress model on my site. You have lots of things that are killing this model in the proportions that i think you should be able to see when you overlay the huntress model over yours.
If there is one thing you HAVE to fix its the feet/ankles.
i found when i was first learning character modeling that it hurt me more when i would make a model and then spending forever tweaking littl things to try and make it look proper,, i improved a lot more, when i made a model,, got crits, (write them down so you can easily rember your weak areas) and then save that model off and start completely over on it, and repeat, after you have 5 or so versions go and merge them all in one file, and see what you have improved on, and what you have not
then continue.
[ QUOTE ]
i found when i was first learning character modeling that it hurt me more when i would make a model and then spending forever tweaking littl things to try and make it look proper,, i improved a lot more, when i made a model,, got crits, (write them down so you can easily rember your weak areas) and then save that model off and start completely over on it, and repeat, after you have 5 or so versions go and merge them all in one file, and see what you have improved on, and what you have not
then continue.
[/ QUOTE ]
I couldn't agree more. If you want to still tweak this character thats fine, but I think you'll only end up getting frustrated. If you keep tweaking the same model all you are doing is practicing tweaking. The skill you need to sharpen and which is often more valuable and more in the vein of what you'll be doing most. Laying down the verts in the right place the first time.
She looks good, the face is much much much better, I say call her done and do another model. Good work buddy you're showing a lot of potential! Keep at it!
Replies
Pretty neat work, solid techniques.Design could use some tweaks. Legs could be more rounded , thicker thighs. lacks a certain femininity.
I wasn't certain if you modelled it in a so you could apply mesh smoothing that subdivided everything, but I think you could have used less polys with a bump or normal map on the beveled parts of the costume.
A lot of polys on this for the cylinder type forms, but its seems to be lacking the divisions through the height. If you look at the calves and forearm there is a hard angle thats seems quite noticable to me. Those parts don't match the detail of curvature of the cylinder segments.
You put her in a pose, but the face has this blank expression. Try moving the eyelids. The forehead color doesn't really match the rest of her face.
It looks like you did great job in keeping the figure in quads. Are the ears and hair also detailed with quads?
I think there are only a few triangles in the model. I am a total newbie to rigging and deformations so I don't really know where it's safe to use triangles. Also I did put her body into zbrush, so I was avoiding the funky subdivision thing with triangles. I didn't do too much detailing in zbrush but for some reason must subtle midrange stuff like her abs but I think it's been washed out by my bad lighting or I need to go make the normal maps pop out more. Ears and hair are also all quads.
I'll spend more time on her face textures as well as the hair. I guess I over did the "golden" area of the forhead and "red" areas of the nose.
And I knew I should've rigged her eyelids...
If I save out my weight maps and add more bones to the rig and so a few minor geometry changes, can I reload in that map to save some time?
what are the specs by the way?
- She has crazy eyes. When the eye lids don't cover up some part of the pupil people tend to get a blank stare or crazy look. Rick taught me a good rule of thumb for eyes. The bottom of the iris (color part) rests on the bottom eyelid. The pupil (black part) rests against the top eyelid. Kind of like this. Its a male eye but its the closest thing I could google.
- Also paint some shadows on her eyeballs and work on getting the flaps of skin around the eyes to conform to the eyeballs. Shadows will help get this done.
- She needs teeth. Unless someones lips are closed the teeth normally show thru. You really want teeth in there if the face is going to be rigged. If the face isn't going to be rigged then it should be closed so she doesn't look like a mouth breather.
I did a paint over of the eyes to help give her a less crazy bitch look.
The best thing you could do for this model is to take her head off for now so we can help you with her body first. The head needs ALOT of love so that comes second.
Id stick with a 1024x body and a 512x head for the textures.
She needs some soft reds in her cheeks and around her eyes.
The cheek bones need to be more pronounced. soft highlights across her nose, cheeks and forehead. Her nose needs to be lightened up a few shades. Also make sure to make note of the folds of skin above the eyes, they kind of sit on top of the eye and puff out a bit towards the corners of the head they don't sink in like eye sockets unless someone is surprised and the forehead muscles pull the eyebrows up.
Her eyebrows are a bit high, so I brought them down and that helped with the surprised look.
I took a little bit more time and did another paint over.
anyway here is a paint over of proper proportions.
kinda NSFW
the red lines are where the parts should be.
-Neil
If there is one thing you HAVE to fix its the feet/ankles.
then continue.
Rhinokey: you make a good point, I think I will do that from now on.
-Neil
about female references, check out this > link [ NSFW ]
i found when i was first learning character modeling that it hurt me more when i would make a model and then spending forever tweaking littl things to try and make it look proper,, i improved a lot more, when i made a model,, got crits, (write them down so you can easily rember your weak areas) and then save that model off and start completely over on it, and repeat, after you have 5 or so versions go and merge them all in one file, and see what you have improved on, and what you have not
then continue.
[/ QUOTE ]
I couldn't agree more. If you want to still tweak this character thats fine, but I think you'll only end up getting frustrated. If you keep tweaking the same model all you are doing is practicing tweaking. The skill you need to sharpen and which is often more valuable and more in the vein of what you'll be doing most. Laying down the verts in the right place the first time.
She looks good, the face is much much much better, I say call her done and do another model. Good work buddy you're showing a lot of potential! Keep at it!