I'm currently working on a character for a loosely steampunk setting. The character is intended to be a fencer/duelist type, with a focus on agility and grace rather than brute force.
Here are some work-in-progress shots:
Aside from general comments, one area I could really use suggestions on is the structure of the coat. Right now, it's modeled as a kind of box, with the inner lining merging up with the bodice/corset a few rows back. The tail of the coat needs to be able to flap with her movement, and the hip area of the coat needs to allow for a scabbard on her left hip. If there are any easier/more efficient/more appropriate ways to go about dealing with this area, I'd love to hear them.
That's weird. I've had a few other people say similar things when I've posted stuff to my web space recently. I'll see if I can find an alternate solution.
Okay, I went back in and did some adjustment to the shape. I also tried to add a little detail into areas that would affect the silhouette and trim some polys from unimportant areas.
Here are the wires, including the inside of the coat:
Feedback would be greatly appreciated, especially since I hope to use the finished version of this as a portfolio piece soon.
Left to do: Her hair and her sword
Also, I'm still not sure about the coat. I feel like the thickness in the front is worth the few extra polys, but am I wrong? Would I be better off flattening the whole thing out, especially if cloth sim were involved?
This thread is already pretty image-heavy, so I'll just toss in a few links to show the final-ish (I think) version of the low-poly model before I start texturing.
Thanks for the feedback. I went back and added a little geometry to the boots to round things out, and widening the little belt loop/sword thing did seem to give it a little more "weight" visually.
I really like the musketeer model you've got going there. Any chance of seeing wires on that? I'd be curious to see how your edge flow and things like the swords compare.
Replies
working now
EDIT: Hopefully fixed now.
i think you need to work more on the face, you can also optimize the model a bit, for example the jacket doesn't need that thickness
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That part, the jacket, is what I'm most concerned about.
You think it would work better as a single sheet of polygons, instead of a box?
Here are the wires, including the inside of the coat:
Feedback would be greatly appreciated, especially since I hope to use the finished version of this as a portfolio piece soon.
Left to do: Her hair and her sword
Also, I'm still not sure about the coat. I feel like the thickness in the front is worth the few extra polys, but am I wrong? Would I be better off flattening the whole thing out, especially if cloth sim were involved?
Right now, I'm sitting at about 6700 tris.
http://home.comcast.net/~burke1000/extras4.jpg
http://home.comcast.net/~burke1000/extras5.jpg
http://home.comcast.net/~burke1000/extras6.jpg
I really like the musketeer model you've got going there. Any chance of seeing wires on that? I'd be curious to see how your edge flow and things like the swords compare.