i had a sci-fi sometime in the far future soldier type in mind. suits supposed to increase strength and store kinetic energy for extra mobility. there are holes around the suit for hoses to go to for recharging. i put a helmet on there too with a little bit of a fantasy look to it. my wires are crazy cuz its modeled high poly first. then i'll model around it to make a lo poly. then normal map it using 3dsmax.
You have some nice details it would be cool to see some close up shots of them as well as the helm shaded.
I like the design of the suit but it feels unfinished to me just because she has nothing substantial covering her thighs, pelvis or butt. I understand the whole sex appeal thing its just a little played out. Just my opinion. Keep up the good work.
I'll be checking back to see how your low poly comes out.
unleashed: you might be right but it could be the lighting as well, sometimes its better to add depth there rather than making the face look flat,
wilex: yeah the armor is very unfinished thus wip, as for the sex appeal thing, if i make the suit baggy, man thats gonna look awkward with the whole VG sci fi genre. i will add more to the armor tho but i want the sexiness to show at the same time. its just my style.
By all means stick with the style you have it looks good. Just don't leave her in a bikini bottom at least not a cloth one.
Now that i can see it the face looks like it needs some adjustments. From what i can see it feels like you need to make the lower eye lid a little more prominent it feels almoast non existent at the moment. Also where the nose meets the forehead it doesn't feel like it dips in at all it feels flat. Its hard to tell without a direct profile view though.
wilex: thanks for the advice, i looked at it and yeah it didnt dip enough for a bit, here an update on the head. as for the bottom lid, i'll add that in my zbrush pass. thanks!
I like the helm design its pretty sick, especially the flip up visor idea.
Well hopefully you can get some more crits and get that head looking sweet. Faces seem like the hardest thing to get right in 3D well in my opinion. Just keep plugging away hard work always pays off.
Is there going to be tubes coming off the pipes from the side of the helmet?
Oh and I Love the amount of detail your going into on the helmet, I think my only complaints would be the bulkiness of the very bottom of the helmet doesn't match the slim and sleekness of the rest of the design, I think it just comes too far out from her neck. And the other one is the way her boobs are shaped in the suit design, kind of makes her look less sexy because they almost look as though they may be smushed in there, I think if they were rounder it may be more sexy.
Great so far though, I can't wait to see this textured.
Thanks for the updates garriola83 I appreciate it. I find it inspiring to see other peoples work, so keep at it even though uploading images is a process. I'm kind of noticing a trend where character WIP posts don't get very many critiques. I don't really understand why.
It seems like you linked us the same full body image from your last post that or you overwrote the older one because I don't see any changes.
The fine details on the helm look good. The armor on the thighs looks nice as well. Keep up the good work its coming along nicely. Im looking forward to see how much detail youre able to capture in your normal maps.
I've never done any high poly work so Im a little curious as to your work flow and how you get all your details so precise.
hey youre right, ive overwitten my older files cuz i was being lazy. next time i wont do the same. as for precision, smoothing groups my friend. i start lo poly to block it out, after that i add finer details by chopping it up and using inset, chamfer, extrude, etc.
make sure you use smothing groups effectively, so that when you use turbosmooth or meshsmooth and turn on the separate by smoothing groups, it'll look like it has hard edges. otherwise its gonna look bubbly. you can also control how much crease an edge can have by controlling it manually.
as for finer details, i detach/clone a patch of the surface as an element and add fine details on just that one area.
theres no point in increasing the over mesh's poly count when you only need just a few. but be careful to NOT move the cloned surface cuz it might cause weird artifacts on the normal map when baked.
Man, the face looks good. The only thing that really sticks out to me is it seems like the chest armor looks odd. If she's really flat-chested then it shouldn't sag so much. Just a thought.
Cant wait to see some textured detail!!! the uv's giving you some hard time I imagine.
Eye lashes are indeed a bit large, try maby doing the lashes on seperate poly's, give's it some deph to! Are the ear covers supposed to rotate with the visor or just staying in place?
looks brilliant. i didn't like the eyes but now they look much better however i'm wondering if you have only disguised the bad shape with a misleading texture. the only other thing i don't like is that the breasts look weird and uncomfortably smushed.
btw you were inspired by Dead-Space weren't you? i say that because of the armor segments which don't overlap which doesn't make much practical sense to me although it may look cool.
Looking good on the details, but the overall shape has something missing. I am thinking it has to do with the shape of the leg, and waist. She needs more hip action, cause atm its looking a bit manly. Otherwise though, I really like the armor and face
First let me say hello to you. Just happened upon the forum and got really excited by some of the work being posted up, you can expect to see a lot more from me in the future hopefully.
I do have a bit of a silly question though...
I'm guessing the armor pieces are seperate elements from the body mesh, but how do you quickly and effectively uv map high poly models?
It's easy enough for low poly since they're so much more basic but I've always been curious just how one goes about mapping a 100,000+ model efficiently?
I've used UV Paint, but if u packed a high detail model it just seems like you'd end up with 50 billion surfaces who's origins you have no clue of.
First let me say hello to you. Just happened upon the forum and got really excited by some of the work being posted up, you can expect to see a lot more from me in the future hopefully.
I do have a bit of a silly question though...
I'm guessing the armor pieces are seperate elements from the body mesh, but how do you quickly and effectively uv map high poly models?
It's easy enough for low poly since they're so much more basic but I've always been curious just how one goes about mapping a 100,000+ model efficiently?
I've used UV Paint, but if u packed a high detail model it just seems like you'd end up with 50 billion surfaces who's origins you have no clue of.
Beautiful work man!
well my workflow is that i block out a shape and before i get into more detail, i would unwrap them while its still basic. then whenever i add more detail, i unwrap them as i make them. also using the pelt unwrap sometimes helps me visualize what the general shape of the unwrap will be, break it apart then put it back together in a way that optimizes space. when im done unwrapping then i use the meshsmooth, pick out which edges are hard and render a UV template ready to be textured.
awwwww i liked the clean version! the dirty one from the distance shot looks like she has a high noon shadow moustache.
someone that i work with actually mentioned that. its kinda wierd when you work TOO closely with your work, that you tend to over look details like that. that why i ask for feedback from other people in order for me to see what im not seeing. Thanks!
you have a good design, and nice modeled details, but for me the colors are not flowing correctly, try to make bigger colored surfaces that flow properly, separate them, and work a lot more on the material rendition, everything lacks a lot of contrast because of the lack of proper specular map. also don't hesitate to create different materials with adapted gloss settings to differentiate all the materials you have, if you can't create a proper gloss map for engine related reasons, of course.
more details on the face too, it needs to match the level of detail you already have on the body.
Replies
What is she for game or cinematic? Can we see a wire frame and a poly count?
Also whats the purpose of her attire, suit, hardware?
I like the design of the suit but it feels unfinished to me just because she has nothing substantial covering her thighs, pelvis or butt. I understand the whole sex appeal thing its just a little played out. Just my opinion. Keep up the good work.
I'll be checking back to see how your low poly comes out.
wilex: yeah the armor is very unfinished thus wip, as for the sex appeal thing, if i make the suit baggy, man thats gonna look awkward with the whole VG sci fi genre. i will add more to the armor tho but i want the sexiness to show at the same time. its just my style.
By all means stick with the style you have it looks good. Just don't leave her in a bikini bottom at least not a cloth one.
Now that i can see it the face looks like it needs some adjustments. From what i can see it feels like you need to make the lower eye lid a little more prominent it feels almoast non existent at the moment. Also where the nose meets the forehead it doesn't feel like it dips in at all it feels flat. Its hard to tell without a direct profile view though.
Keep up the good work.
that ear looks funky, eww
helm renders
Well hopefully you can get some more crits and get that head looking sweet. Faces seem like the hardest thing to get right in 3D well in my opinion. Just keep plugging away hard work always pays off.
and also the thighs
im not entirely finished with the thighs...
next up maybe the belt and some acessories with it
Is there going to be tubes coming off the pipes from the side of the helmet?
Oh and I Love the amount of detail your going into on the helmet, I think my only complaints would be the bulkiness of the very bottom of the helmet doesn't match the slim and sleekness of the rest of the design, I think it just comes too far out from her neck. And the other one is the way her boobs are shaped in the suit design, kind of makes her look less sexy because they almost look as though they may be smushed in there, I think if they were rounder it may be more sexy.
Great so far though, I can't wait to see this textured.
more updates on the helmet and leg, maybe now off to the gloves then the lo poly
ps, uploading pics all the time is a chore!
It seems like you linked us the same full body image from your last post that or you overwrote the older one because I don't see any changes.
The fine details on the helm look good. The armor on the thighs looks nice as well. Keep up the good work its coming along nicely. Im looking forward to see how much detail youre able to capture in your normal maps.
I've never done any high poly work so Im a little curious as to your work flow and how you get all your details so precise.
make sure you use smothing groups effectively, so that when you use turbosmooth or meshsmooth and turn on the separate by smoothing groups, it'll look like it has hard edges. otherwise its gonna look bubbly. you can also control how much crease an edge can have by controlling it manually.
as for finer details, i detach/clone a patch of the surface as an element and add fine details on just that one area.
theres no point in increasing the over mesh's poly count when you only need just a few. but be careful to NOT move the cloned surface cuz it might cause weird artifacts on the normal map when baked.
Eye lashes are indeed a bit large, try maby doing the lashes on seperate poly's, give's it some deph to! Are the ear covers supposed to rotate with the visor or just staying in place?
cheerz
btw you were inspired by Dead-Space weren't you? i say that because of the armor segments which don't overlap which doesn't make much practical sense to me although it may look cool.
http://ukitakumuki.deviantart.com/art/Pepper-Starfall-42873933
and yes to the eyes, i fixed them
heres a quick look without the lashes
i beat her up...err...i mean she fell down the stairs again....
Maybe try some alternate colors, blue, red, goldish yellow an all black grey metal is over used imho but it's your lovely model have fun!
I do have a bit of a silly question though...
I'm guessing the armor pieces are seperate elements from the body mesh, but how do you quickly and effectively uv map high poly models?
It's easy enough for low poly since they're so much more basic but I've always been curious just how one goes about mapping a 100,000+ model efficiently?
I've used UV Paint, but if u packed a high detail model it just seems like you'd end up with 50 billion surfaces who's origins you have no clue of.
Beautiful work man!
well my workflow is that i block out a shape and before i get into more detail, i would unwrap them while its still basic. then whenever i add more detail, i unwrap them as i make them. also using the pelt unwrap sometimes helps me visualize what the general shape of the unwrap will be, break it apart then put it back together in a way that optimizes space. when im done unwrapping then i use the meshsmooth, pick out which edges are hard and render a UV template ready to be textured.
someone that i work with actually mentioned that. its kinda wierd when you work TOO closely with your work, that you tend to over look details like that. that why i ask for feedback from other people in order for me to see what im not seeing. Thanks!
a more realistic black eye and less dirty
time to move on to the arms
i might need some decals or something
and the back
more details on the face too, it needs to match the level of detail you already have on the body.
Keep it up dude.
more contrast between metal and everything else
i need to dirty it up a bit