I always loved playing Mynx - because Pauls model was really thin and her hair matched most scenery color I got fragged less. It was either that or people looking at my digital cleavage.
Of course, I then started my phase as brightly colored clown running around using nothing but gauntlets to wind up my fellow workers - but hey, thats quake for you.
Comments on the model - I feel no air in her lungs- perhaps push out a more defined ribcage mass- her sternum is about five inches further back than it feels it should be. Mind you, if your matching her old costume, youll probably hoik that into a cleavage right?
Coming along pretty well, maybe block out the hair so it gets more of a Mynx-ish feel already?
Also I would definitely thicken up and exaggerate the elements that make up her boots, maybe make them feel like they're layered and structured, currently it feels kinda like you've just painted indent lines on a base mesh. I assume that's early WIP though
Hey man, it looks pretty good so far. Two things though.
Her knees are really thick and have a lot of folds that i think you should omit to keep her smoother and more feminine.
Also, in the interest of keeping things feminine, Tuck her waist in more and give her more exaggerated curvature. Give them hips room to swing!
I like how adding a box in front of her eyes makes her totally look like Mynx, while she looked fairly 'default woman character' before
just leave the box like that, screw doing goggles out of it! ;D
I love all these Quake3 char remakes, all from ye olde Sarge back in the days to the Visor and Patriot remakes.
hope yours makes it that far!!
Still want to see a Slash one though, since she is the hotest babeh ever
Good job man, looks very promising. The tights look to loose though, the wrinkles should be smaller/tighter and less raised I think. You've got some great sculpting going on around the hips/stomach that's being lost in loose cloth folds.
yeah I agree with jaco, those tights need to look tiiight smooth and shiny in most places and small close wrinkles in knees groin etc but for the most part smooth and sharp. good idea retopoing it.
Yep, shaping up very nicely!
Totally agree tho, you should definitely smooth those clothes out - the right look would be to avoid large folds almost entirely, just have them maybe on the back of the knee, and everywhere else is either totally smooth (for stretching over muscle / fat) and with very small/sharp/thin wrinkles around corners and overlaps.
Is she meant to look like she's got implants? If those boobs are meant to be natural you should probably smooth out the connection with the chest, currently it looks like she has had a cheap silicone job.
It's not a full bodysuit, but I think I get the idea of how the folds should work.
Thanks Killcreek
Mop: Thanks, hopefully they'll look like really well done implants.
I smoothed out the connection, and defined the breast bone a little more.
The area between her breasts is a little too sharp atm, but i'll smooth it out some.
wow, this is looking great. Really nice figure. My only suggestion is that you add some slight detail to the glasses so they arent so boxy. You probablly just havent gotten to that anyway.
A+work dude
Sweet! Everything looks really good with the exception of the skull. The cheeks look a little bubbly for example. Maybe this is one area where Mynx could really excel into the new generation models. Like put a lot of detail here and give it your own spin. The other cheeks look just fine. Real nice subtle sculpting.
nkoste, got out some skull reference last night, and defined the cheeks, sharpened the teeth.
Here's a close up (combined zbrush shaders gw_leigh+gw_hulk+gw_silver to see detail better):
I think overall the piece looks fantastic, you did a great job of getting Mynx into the next gen world. The only area I have an issue with is the glasses... I'm guessing those are done in your eyes, as you never mentioned those needed doing, but they just look really dull compared to the rest, almost like a rectangle with a line on them. They don't actually look like the originals either, not quite. I think it would be perfectly possible to update this while still keeping the classic look, because ATM this is the only area I can see on the model that looks like its not quite there yet:
There are two crits I can make:
I think the sunglasses are far too boxy and flat for this particular model. They are a sharp contrast to the curvy shapes of the figure. With the original Q3 visors, I always assumed their shape was due to the low polycounts used at the time. But you can see the curves in the texture. I imagines they would look more similiar to this in a current gen mesh. But it depends on your preference.
And secondly, the boots look too simple and generic in comparison to the other details in her outfit. It looks as if each foot has a single piece of molded rubber on them. Make it appear as many separate pieces, each with alterations in shape and material...and don't limit your design to the low polygon restrictions of the original.
The glasses don't bother me, the boots do, too simple, not interesting to look at.
I know you want to be faithful to the low poly version, but honestly those seems out of place there.
Replies
Looking good so far though.
But now that I searched "Mynx quake3", I can say that she should definitely be more well endowed.
BTW I'm watching the arenas right now, pretty fucking awesome!
Valandar: Not a bad idea.
MachineMinded: wow, nsfw even with the filter on!
t4pan: Her knees need more work, I haven't really touched her arms either.
Thanks for the feedack guys
I always loved playing Mynx - because Pauls model was really thin and her hair matched most scenery color I got fragged less. It was either that or people looking at my digital cleavage.
Of course, I then started my phase as brightly colored clown running around using nothing but gauntlets to wind up my fellow workers - but hey, thats quake for you.
Comments on the model - I feel no air in her lungs- perhaps push out a more defined ribcage mass- her sternum is about five inches further back than it feels it should be. Mind you, if your matching her old costume, youll probably hoik that into a cleavage right?
I'll take another look at the ribcage/sternum area and try to make it more natural looking.
I increased her bust size, and i'm working on the arms/hands/shoulders:
Also I would definitely thicken up and exaggerate the elements that make up her boots, maybe make them feel like they're layered and structured, currently it feels kinda like you've just painted indent lines on a base mesh. I assume that's early WIP though
Mop: thanks, I blocked out most of her now, and i'll take care of the boots
Killcreek: yup, zbrush and silo.
Good job mate.
the hair and clothing is definitly working
Her knees are really thick and have a lot of folds that i think you should omit to keep her smoother and more feminine.
Also, in the interest of keeping things feminine, Tuck her waist in more and give her more exaggerated curvature. Give them hips room to swing!
Keep it up man!
natetheartist: I'll check/fix those areas, thanks!
just leave the box like that, screw doing goggles out of it! ;D
I love all these Quake3 char remakes, all from ye olde Sarge back in the days to the Visor and Patriot remakes.
hope yours makes it that far!!
Still want to see a Slash one though, since she is the hotest babeh ever
Update:
Totally agree tho, you should definitely smooth those clothes out - the right look would be to avoid large folds almost entirely, just have them maybe on the back of the knee, and everywhere else is either totally smooth (for stretching over muscle / fat) and with very small/sharp/thin wrinkles around corners and overlaps.
Is she meant to look like she's got implants? If those boobs are meant to be natural you should probably smooth out the connection with the chest, currently it looks like she has had a cheap silicone job.
Jaco/Ged: Thanks, the references I was using were of pleather-like material before and loosened up around the knees, but I found a much better one:
http://www.amiclubwear.com/clothing-hosiery-ggg-p2445vinylblack.html
It's not a full bodysuit, but I think I get the idea of how the folds should work.
Thanks Killcreek
Mop: Thanks, hopefully they'll look like really well done implants.
I smoothed out the connection, and defined the breast bone a little more.
The area between her breasts is a little too sharp atm, but i'll smooth it out some.
conte: lol, what about the rest of her?
A+work dude
I'm close to wrapping up the sculpting, I just have to finish the tights, boots and jacket now:
nkoste, got out some skull reference last night, and defined the cheeks, sharpened the teeth.
Here's a close up (combined zbrush shaders gw_leigh+gw_hulk+gw_silver to see detail better):
I have a few areas on the jacket and boots to finish up, hopefully the wrinkles on the tights aren't too overdone?
I'll rework the glasses to better match the classic look.
maybe give her that sexy teasing snarl over one side of her lip, just like the original skin
I have to cleanup the tights still, but almost done:
I want to see how far I can push her with alphas + polypainting afterwards.
There are two crits I can make:
I think the sunglasses are far too boxy and flat for this particular model. They are a sharp contrast to the curvy shapes of the figure. With the original Q3 visors, I always assumed their shape was due to the low polycounts used at the time. But you can see the curves in the texture. I imagines they would look more similiar to this in a current gen mesh. But it depends on your preference.
And secondly, the boots look too simple and generic in comparison to the other details in her outfit. It looks as if each foot has a single piece of molded rubber on them. Make it appear as many separate pieces, each with alterations in shape and material...and don't limit your design to the low polygon restrictions of the original.
ElysiumGX: Not sure if I agree about the glasses, the original ones have 80s plastered
all over it. Would deviating from the source be a good thing?
I know you want to be faithful to the low poly version, but honestly those seems out of place there.
I'll give the boots some more attention, adding some wear to them will probably make them more interesting.
included a side view:
Great stuff though, it's coming along really nicely!