I think you have the eyes in reverse. The upper lid is higher up then the bottom lid, making her look very surprised. if you look at eyes, you'll notice that the lower lid is lower and has more of a curve then the upper lid.
Her jacket color is very similar to her skin color. make more of a difference so they don't blend as much as they do now.
ok, i tweaked the lip and cheeks a bit, and played with the the vest color and other small tex stuff. BTW the shoes are intentionally big... thats how the character is drawn hehe. Thanks for the input so far!
Hm, she's looking good overall. Just a few things I noticed.
The textures could afford to be sharpened up quite abit. They look as if they're painted right on the model (yes, technically thats what it is, but we don't want it to appear that way too).
Silhouette wise, the hands are quite flat. Round them out - and how you do it - will ad abit more character.
Modeling wise, i notice alot of 6 star vertices. Anything more than 5 will take away from a clean mesh flow. I'm not sure but I'm think this is more applicable to character modeling than environment. So I think its best to avoid these when you can. I've included a picture to show what I mean.
Other than that, she's coming together quite well!
i think she has a lot of character, i gotta say im not a huge fan of the shoes but its not like you can change that, the characters done, but what you maybe might consider changing is the color of the jacket because it blends in too much with her skin. I think its also because of those white things around her arm that make it SEEM like her sleeve is rolled up. other then that good work.
hey all. got her rigged up and did a short idle animation. This is a really old project, so i'll probably move onto something else after this and perhaps a walk loop or something. I cant even begin to tell you the last time i animated a character... surprising how quick it comes back to you!
pangarang- yeah, this is a fairly old model... i started it almost a year and a half ago, so ive learned more about the star verticies and such since. I'll see what i can do about the hands
egge- i already adjusted that some, just hadn't posted a picture of it yet :P
Replies
Otherwise not bad.
P.S.: the upperlip is a bit stiff and too strait.
Her jacket color is very similar to her skin color. make more of a difference so they don't blend as much as they do now.
Pretty cool over all.
The textures could afford to be sharpened up quite abit. They look as if they're painted right on the model (yes, technically thats what it is, but we don't want it to appear that way too).
Silhouette wise, the hands are quite flat. Round them out - and how you do it - will ad abit more character.
Modeling wise, i notice alot of 6 star vertices. Anything more than 5 will take away from a clean mesh flow. I'm not sure but I'm think this is more applicable to character modeling than environment. So I think its best to avoid these when you can. I've included a picture to show what I mean.
Other than that, she's coming together quite well!
pangarang- yeah, this is a fairly old model... i started it almost a year and a half ago, so ive learned more about the star verticies and such since. I'll see what i can do about the hands
egge- i already adjusted that some, just hadn't posted a picture of it yet :P
FRONT VIEW: http://www.3dgstudios.com/images/CG_Front.avi
REAR VIEW: http://www.3dgstudios.com/images/CG_Rear.avi