They're more like snowgoggles than sunglasses.
There are aproximately 40 bazillion different designs you could choose from. I'm sure you could find something appropriately sexy/tacky.
bit late to chip in, love the model overal, great work.
The hair is going to be a massive problem though. Why not model the hair last as so kind of dynamic cloth like rig? If it's next gen, we'll want to see that hair flow and billowing in the wind, not just stuck on like a lego man.
looks sexeh ^_^
High poly turned out really awsome, lp is lookin cool too albeit a little jaggy around the butt as has been said (just a little).
Thought you were gonna do the hair in poly strips too, that might've worked cooler than how it's goin now, just looking a little plastic and solid atm... still very cool regardless :P
Although EQ was right, the bra didn't bake well - the edges are nearly invisible... although that's easy to beef up in PS if you don't want to re-bake.
That doesn't look very efficient for a low poly to my eyes. A few areas I would really brush up on are the hair and skulls, but you don't even have any basic edge loops for deforms in there...?
Am I just being stupid and this is the pre sub-D high poly model
Hmm, I have to agree with Odium here, this mesh (if it is your lowpoly!) is really not very optimised or well-laid-out... the poly distribution is VERY strange (loads of polys in places where the shape doesn't change much, then much less in areas where it's important - eg. her upper arm and chest)... is this intended to go into a game at all, or even be animated?
It'll probably animate ok through sheer brute force of polygon density here and there, but it's really not very "intelligent", topology-wise. You should try to even out the density of polys and make more use of dense geometry around areas of sharp curvature or high detail.
The skull on her arm for example is complete overkill, and terrible topology - it's fine for a sculpting base mesh but really wasteful for an actual lowpoly.
Again apologies if this is not your final lowpoly, and I understand if you don't want (or need) to change stuff at this point, but you should really concentrate on this aspect for the next model you make.
That said, seeing the model without the wireframes looks fine
Just seeing it with wires gives me nightmares!
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idk
There are aproximately 40 bazillion different designs you could choose from. I'm sure you could find something appropriately sexy/tacky.
I like LEViATHAN's glasses reference. Edgy design with that old school twist that seems to be very popular these days.
Looking good overall. Keep going!
Awesome work though ironbear, it's a vast improvement over your previous characters
I got the lowpoly ready and normals/ao baked out, here a screen from marmosecks:
The hair is going to be a massive problem though. Why not model the hair last as so kind of dynamic cloth like rig? If it's next gen, we'll want to see that hair flow and billowing in the wind, not just stuck on like a lego man.
looks sexeh ^_^
High poly turned out really awsome, lp is lookin cool too albeit a little jaggy around the butt as has been said (just a little).
Thought you were gonna do the hair in poly strips too, that might've worked cooler than how it's goin now, just looking a little plastic and solid atm... still very cool regardless :P
Hope you get some textures up soon
Although EQ was right, the bra didn't bake well - the edges are nearly invisible... although that's easy to beef up in PS if you don't want to re-bake.
Wire:
Leviathan: Thanks, I turned those edges
hawken: I agree, the hair will animate like a cloth rig, there is enough geo for folding+waving in there.
Nizza_waaarg: I was going to bake it into polystrips, but decided to go with the cloth-like rig.
MoP: hehe, I'll have to get permission for an sdk :P
I'm satisfied with how the bra baked out,
I was going to mask and inflate th edge a little in Z, but it looks fine from all angles.
Bakes came out great, can't wait to see you push those textures...
Am I just being stupid and this is the pre sub-D high poly model
It'll probably animate ok through sheer brute force of polygon density here and there, but it's really not very "intelligent", topology-wise. You should try to even out the density of polys and make more use of dense geometry around areas of sharp curvature or high detail.
The skull on her arm for example is complete overkill, and terrible topology - it's fine for a sculpting base mesh but really wasteful for an actual lowpoly.
Again apologies if this is not your final lowpoly, and I understand if you don't want (or need) to change stuff at this point, but you should really concentrate on this aspect for the next model you make.
That said, seeing the model without the wireframes looks fine
Just seeing it with wires gives me nightmares!
odium: yup, some of the meshes are exported lower subd levels from zbrush.