Hey guys
.
I realised i never do any chicks (heheh :poly121:) so here's one for ya
.
it's based off of
blizzards concept for diablo 3.
first wip, looooong way to go so crits are most welcome!
I tried capturing it, so i could make a video tutorial. the first part worked, but somehow it wouldn't work today, so no head video. when i'm done i'll all edit it together and hope to make some timelapse/tutorial. mainly focusing on how to set up your textures efficiently and doing uv's etc. (i think i've got a GREAT workflow from finished model to start of texture).
Replies
the boobs where killing me, i'll add in some loops there.
oh, for the concept klick the link i posted haha. i hid it under diablo concept.
Go back and tighten it up a bit with the overall more thing more slinder but not ALOT
also torso seems a bit short could be perspective though
Gl on the fixes!
-Woog
Pretty much everything has already been said, for the calves, maybe give them more of a tapering curve as it goes down to the ankle: not too much, but enough to still read as female. The model over all, I'd say the form needs more of the S curve: right now it's pretty stiff.
Other than having those suggestions, I like the bulkiness of the character. Will look good when you put some hair up top.
-woog
just imagine, the new barbarian female in diablo 3 gets a special wirlwind THIGHS of DEATH! move...
Seforin: thanks, changed it.
Cholden: lol, had to look that up and was SCARED. hehe.
Woogity: thanks! are the boobs better now? i don't think i'll be going for normals, because this is for a video tutorial and it doesn't really make sense to make a video tutorial about something i'm not familiar with myself...
J Randall: thanks! started on them.
Kaoticvisions: thanks! i forgot about the calves for this update .
Vrav: thanks! included them.
DemonPrincess: wooh seriously? the queen of female modeling . here it is.
achmedthesnake: hahah who wouldn't want those!
I hope it's better now!
Throw in some curves and get rid of the cylinder look.
The croch is realy high,
the neck is a bit short,
her shoulders can be a bit bigger.
The area around her boobs is sticking out too much. The boobs lay ontop of the ribcage, so its easier to create the ribcage first, and then add two tear-drop-shaped boobs and go from there.
I would also suggest cleaning up the face and the pelvis area, it looks a bit messy.
shitty paintover (drawover?) --
Major things to look out for:
-Skeletal structure! Women have leaner skeletons than men. Muscle then curves into these set points. Shoulders are WAYY too wide from the side for a woman, no matter how muscular.
-The ribs (or more specifically, the muscles that line the outside of them, and their relationship to the obliques) are not properly defined.
-Same with the hips.
-Profile in general. Note some of the stuff i did in my paintover. You have universal bulk, that doesnt really look right. She should have mass where there are muscles that gain mass, and not where the body contours more closely to the skeleton. Bring the lower back in, consider putting some bulk into the upper abs -- it's a style thing really, a very strong fighter would have it, but it may not look good for a stylized woman.
Specific tweaks:
-Smooth out the nose a bit if you want to match the concept, the bridge isnt that strong.
-Check the relationship between the neck and shoulders.
-Check the relationship between the chest, ribs, and obliques/hips. They flow vaguely, there's a specific meeting between her ribs and her hips in the concept, that's important to sell the shapes.
-The shoulders. Muscles are too small/undefined, the shoulder is one of the places where you REALLY see different forms nestling into eachother. Make sure you get the right forms there!
-The Arms! She has big forearms atm, but no visible muscular contour in them. That's really a big issue. Tried to exaggerate it in my paintover, that's a serious point to make sure you have right if she's gonna be capable of swinging swords or axes (or hell, throwing a punch)
-Crotch is too high, im pretty certain. Definitely judging by the concept. It makes the legs look weak.
-Leg shapes. Opposing curves on the inside and outside of the thigh (get ref), same on the calves, inside of knee is to vague atm.
... this is a lot of crits, but i like the model overall. The basic form of the sillouette is there, you just need to push every portion of it to really get the right look.
She felt really solid before, like she could really destroy someone, now...not so much. I think if you took what you had before and tapered the ankles a bit, bulked up the biceps, forearms, shoulders and breasts and scaled up the head a smidge, I think it would look much better. Now she just looks..generic. Keep it up man.
Oh well, here it is anyway. !!
Now in addition to what Suprore said:
-Thighs need to taper much more towards the bottom, and be much wider at the top, especially in side view.
-The ankles appear broken with the feet shifted backwards
-Thickest part of the upper arm should be at the top, not at the bottom.
-Define the collarbones.
-Use smoothgroups to create a hard edge below the boobs, where the lips part and around the back of the ear. That way the mesh will shade much better.
-Planes of the face are incorrect. I tried to address that by tweaking the shading, but close-ups of the face are necessary to go into detail.
-Eye area is too wide and slightly too high up in the head.
-Jaw can be fairly wide and chiseled, but the chin should be finer to show that she is in fact female.
-Tapering the fingers will create more feminine elegance in the hands while keeping their mass.
-Curve the shin bone lightly.
-Breasts are too tubular in shape.
-The breasts in the concept are larger, and I recommend following that to offset the massive shoulders.
-Be sure to capture the pinch point at the top of the breast just before it flows into the shoulder.
update:
Rens: thanks. i hope it's better now, i redid the pelvic area, but i still need to clean up the face a bit.
Suprore: thanks!! i tried to define the skeletal structure especially in the elbow area, and the hip area. I also tweaked the boobs/ribcage quite a bit.
oglemeanimitations: hmm too bad i didn't save iterations . i hope this is better?
DemonPrincess: thank you very much! i really like your paintover, and basically used it as direct ortho's for the update :P. thank you so much for putting so much time and effort into helping me (and possibly/probably others as well).
Xaltar: agreed
killingpeople: hehe, yeah the concept is pretty awesome.
edit: i just layed out some heads next to her, and i think i'm gonna lower the crotch some more.
Looking good. How are you going to go about tackling the hair from the concept?
Dayum thats a nice concept! @_@
Everything looks to be in shape
Whats the polycount on this model atm?
Looking forward to the equipment and hair!
I'm having some trouble: I really don't know how much detail to put in here.. should i model all the straps or would that be overkill? and what about the breast armor? usually i let the diffuse define most of my work, but once i started doing it this way it was hard to decide: nah that strap is so small, i'll just paint it. or something.
any thoughts?
pixelmitherer: thanks! i'm going with alpha mapped planes. should be fun to do .
butt_sahib: yeah it is that's why i chose it :P. 2468 tris for the female shape itself, and 851 tris for the accessories.
SupRore: thanks! i didn't really know how to define it with such limited amount of polys... i hope it's alright this way?
Johnny Raptor: thanks! i don't think so, because i'm videocapturing this to be a tutorial, and it hardly makes sense to do a video tutorial about something at which i SUCK :P. (i should have picked a man for the tutorial though, now there is sooo much tweaking going on all the time).
edit: oh crap, after tweaking the female proportions i forgot to move those shoe-thingies in the correct place again, so the ankles are coming through.
also looking at your concept wheres the upper half of the character with the fur/chain guard thing?
also make flat alphas for the feet//hand area so you can paint a fur alpha and have that kinda wooly fur look to this character.
keep it up its looking rather nice!
I say for the chains make flat alphas and have those be tileable so you can have those around and give the character more depth without the sake of alot of geo being eaten
Like this:
hmm... i don't if i'm going to keep all of the floating stuff, it is pretty messy and i don't know if this is the right way to do it...
seforin: good to see you had the exact same things in mind as i did . i wanted to keep the fur stuff for last. i'll model it all next time.
demonprincess: thanks! that's way better! you can't see it very good in this image though, because of the bra thingy. (which also still needs fur).
This is looking sweet now man, keep going!
next up is the hair, that should be interesting . after that i need to put together the modeling video and find someplace to upload it to. hmm...
caseofchill: thanks
SupRore: ah ok, i did tweak it a bit. I've also been doing some anatomy drawings lately (focusing on the arms) so now i actually have a clue about what you where talking there .
after this i'll have to optimise her (lots of geometry that can't be seen because it's hidden by the shoes/bra etc.) and then i'll edit the video and upload it somewhere. I'll also release an sdk once everything is finished, but probably not until after i textured her myself :P.
Crit:
The shin guard pieces seem a bit thick and stubby.
-Woog
sorry to tell you so late, but i only just saw the combined image
Also, seforin is suggesting a really good method for hair. And the same method would work really well for the fur as well.
You'll be able to see much better what the final effect will be if you already have some temporary alphas on the hair planes as you're modeling!
no update in this post yet, just some replies.
Vig: thanks . i'll tweak it next time.
seforin: yeah i usually do it that way too but this time i felt pretty sure where the geo was supposed to go, so i modeled it all (everything copied from one hairplane so the uv's are ok for later) and will tweak it more after i unwrap everything and start the texture. i just wanted to see what the hair would add to the character (and i didn't feel like starting on the uv's just yet ).
Target_Renegade: thanks! will do.
woogity: aaight thanks!
Snader: hmm i agree... i think the texture will make up for that mostly, but i'll tweak teh geo aswell.
DemonPrincess: thanks! as said i'll tweak it to my liking once i started on the texture, this was just a quick blockin. (in total it actually took me about 10 minutes for the head hair, and about 10-15 for the fur.)
Its really bugging me so i'll just come out and say it. I know you might work on it later...but are the boots not attached to the model?or is it floating geometry?
Great work
Loking forward to the tutorial i myself am making one for some peoplez
i have all of the video parts done (and edited) but should i add audio cometary or not? i do have some stuff to explain (about custom settings and my procedure etc.), but speaking in the mic is pretty silly (and my mic sucks). any thoughts?
and once i'm done, does anybody know of good places to upload it to? (it's pretty big, about 700 MB or so..)
pm privately and I'll let yah host it on my site. But if not you can use things like rapidshare and such
only bad side with that is that they delete over time.
Adding sound felt very silly, and I should note that I am actually Dutch and English is not my native language (for example: i keep saying: but uhh.. whatever).
I really hope this is useful to some people, because it was pretty annoying to have to record everything. (and compressing the video somehow took windows movie maker 7,5 hours, and then uploading took another 3 hours ).
comments i didn't think about while recording:
Find out about the lights plugin overhere:
Technical talk thread
Find out about the tutorial where I got my keyboard shortcuts from:
How you model them shapes thread (the url to the tutorial itself is broken now).
I set up my reference planes by making a plane with the same dimensions as my image (so if my image was say.. 700x600 my plane would be 6,0x7,0)
The actual time it took me to model all of this was 6 hours and 11 minutes. (it was sped up 2^3 times so multiplied by 8 ). (but since i didn't capture the second head, it was probably half an hour longer).
The annoying sound in the background (squeky noise) was actually the sound of my speeded up video playing in the background. i only found out that i exidently left on some sound when i was already halfway through.
I highly recommend that you turn on some music or something if your watching this, because it isn't very exciting hehe. (i could have included music but i thought you'd probably like your own music better.)
And yes, I know I was mumbling.
(oh, and seforin might host it for me, but we'll see if it's necessary.)
EDIT: i'm going to upload it to Vimeo tomorrow, should be better .
Barbarian Chick Tutorial Part 2: unwrapping.
uv's:
make sure all the fur and hair and chains are out of the way (move them off to the side for later on)
convert it all to editable polys and merge it all together (attatch tool).
delete all the geometry that i will mirror.
add a simple planar map to the whole model (except for the fur/hair/chains)
select edges that will become seems later on.
in the edit uv window go rightclick>break to make the selection a seem.
select the uv chunks and relax them (i have it set to shift+r)
straighten out all the uv's that need it (all the bands, belts etc.)
start putting the puzzle together. (start with the big chunks and work your way down).
if you're done, and still have some space left create unique uv's for areas of the fur and hair (by selecting it all, then deselecting some in the 3d view and then moving it away).
photoshop:
now to prepare everything for photoshop go to texporter (download it if you don't have it already) and export a .tga with alpha of 512x512.
use .psd pathunwrapper to create a working path with the uv data in it. (way better than a regular image with the wires on it).
ctrl+click the alpha channel of the .tga file to select it. then drag it out to the .psd file.
copy the layer, select the lower one and go filter>other>minimum and set it to about 2 or 3.
and that's it!
p.s.
You sound excellent i understand how you must be feeling about how your voice wil turn out, i myself did a 8hr long tut for some company along time ago (english is not my native tongue either! . But as comforting as it may be, i couldnt tell a difference
butt_sahib: thanks wow 8 hours :O. your crazy.
cep: done and done. thanks! (maybe not visible in this video yet).
razorb: thanks! yeah, though i shouldn't have done a chick for this tutorial way too much tweaking going on in the modeling video.
ok here's the next part, i just re-recorded the audio for it:
plugins i use are:
chuggnut's unwrap tools:
- http://www.scriptspot.com/3ds-max/unwrap-tools
psdpathunwrapper:
- http://www.scriptspot.com/3ds-max/psdpathunwrapper