I have definitely moved towards thecliche, but I think it works better overall now. I wasn't getting the proportions right on the thicker body type.
Some work on the armor. Think I'm going to polish everything up and call it done for the modeling. Except for the hair that I have no real idea how to go about doing.
I think the armor around the chest looks great. Basically everything above the knee looks really good and I think you could call it done but I think the ankles and feet could use a little love.
The pant leg just ends and then there's these funky sneakers, the shoes/boots don't really feel like they're part of the piece right now.
Haha can't get anything past you guys. Going to work on the boots to make them look more like the rest of the armor and tweak the neck part of the chestpeice.
great work for a first character, seriously very impressive.
crits: the design is pretty weak at the moment, as others have said the elements in the upper and lower body dont match up at all, and it dosnt seem like a cohesive piece to me, try bouncing your ideas around in here before starting your model. also, your body seems pretty awkward for a female. the arms are a bit heavy and it could use a bit more definition overall. great start tho man, i mean it.
Thanks for the feedback, I really appreciate it. I think I'm pretty close, but a lot of things seem off and I lose the ability to spot them after ... 80 or so saves. It's good to have fresh eyes looking at it.
I'll work on making it fit together more and the anatomy. It was also brought to my attention that there is no way her head could fit into the chestpeice, so that needs to be accounted for, too.
her thighs are still way too thick and her buttocks (lol) should be much, much smaller, don't ask why i know this but fitter women always have a smaller ass. Also her legs from the knee down should be a little longer. Her girth from the rib cage to the back (as in your side shot above)should be a little thinner.
Great muscle tone and definition though you've done a great job on the shape now you just need to get the proportions right and thats just practice.
hey LRoy, chick has been comin along nicely, diggin the future egyptian thing you're devloping
did a quickie paintover, nothin huge, just some thoughts... hope it helps!
notes:
-shorter neck
-make the chest piece act more like a pushup bra, right now it looks like its smashin the boobs against the chest
-shallower crotch
-straighten legs a little
-some other stuff
good progress so far, but I think it's better to make a very tight and pinched folds on thigns, or not make them at all - ruins the surface, looks unpretty, like an old woman skin.
the upper arm needs to be given some extra girth, the arms are way too thin for how broad her shoulders and torso are. I also vouch for slipgatecentral. The cleavage area needs some work too, look up some reference, you may enjoy it. This character could really use some asymmetry.
Thanks for the comments guys. I tried working things over again to your suggestions. Spent the last 4 hours redoing the wrinkles and still can't get them right. Argg
looks better!
folds are hard to do, don't be frustrated too much
spend some time to google images of leather/latex women pants, wetsuits or something like that
Updates. Think I'm about done now and gonna start on the lowpoly. Two days of wrinkles has kinda burned me out
I agree with the assymetry comment but I'm not sure how to do it at this stage. It started out as more of a test then kind of evolved into a full character.
So trying to get her done before joining one of the competitions. She'll probably end up being around 18k tris. Is this way too high? I tried keep a lot of the armor in the lowpoly, but I may have overdone it.
Gonna do some paintovers and figure out a hairstyle.
So trying to get her done before joining one of the competitions. She'll probably end up being around 18k tris. Is this way too high? I tried keep a lot of the armor in the lowpoly, but I may have overdone it.
18K is pushing it quite at bit. Especially for as simple as the character basically is.
Uncharted is the only game I know of (besides some of the tournament fighting games) that goes that high or higher.
This is a thread that gives the polygon counts for different games regarding characters and such. It would be good for you to check out.
The boots and gauntlets look like they could be done with much fewer polygons, and I suspect the face could be as well. Much of that detail in the gauntlets and boots can be baked in with a normal map. Your low poly should just focus on matching the silhouette of the character, anything not contributing directly to that silhouette can be handled just fine on the normal map.
Take your highpoly and just get the outline of it from several different directions - front, 3/4s, side - and make your low poly fit those - don't get distracted modeling out holes and rivets.
Also check out the Dominance War stuff going on right now and see how much artist's are getting done with a 3000 tri limit.
Have been working mostly on my brawl character but decided to jump back to this one for a little. Got the lowpoly down to 10k and reworked her proportions. She was a little too bulky I think. Hopefully her forms look a bit better. Hair is just so I can stop staring at a bald chick all the time.
Looking good. I think her legs could be a bit longer though (particularly the lower legs).
As far as the actual design goes, I'm not sure about the collar area. Maybe it's just the bulk of the transition area between the parts covering her chest and the collar. It creates a rather unflattering silhouette because it thickens the collar area so much while the rest of the figure is relatively sleek. Could just be me though
Worked on the leg proportions. Little to late to retweak the collar I think since the lowpoly is just about done. will definitely focus more on silhouette for my next project though.
Getting a lot of weirdness going on with the lowpoly. Does anyone know why this is happening? Tried playing with the normals but it didn't resolve anything.
Hey guys. This is the direction I'm going in. Just starting working on the leather. I realized now her cleavage needs more texture space since it draws the eye. Am I SOL here or is there a way to fix that without redoing all my maps?
crap why didn't i see that there are more pages already.. ignore this
on second thought i might just post what i said anyway...
however keep in mind that this is about the anatomy.. i had only seen the pics up to the point where you started adding armor when i wrote this.
nice progress.
the shoulders are too wide and the upper back muscles are too exaggerated.. this is what's makin her look so manly.
theres no gravity on the boobs... smooth out the top and drag the center of mass down some
pear shape, not inflated baloons that are pressed to the chest by an invisible force is what you need.
the upper legs are still a little too thick and the butt a tad too big.
if you get these sorted out it'll look much better.
now you're well beyond that stage already and i really like the details you have added since then... but most of these issues still persist so i might as well mention them.
some of them were adressed already, yet could still be improved on a little.
the shoulders look alot better for example, but the butt is still huge.
just keep this in mind for your next female model.
what i do in a situation like that is duplicate the model, redo the UV maps and bake the texture from the old onto the one with the new layout...
this will cause distortions on the new map, but at least that way you don't have to redo the whole thing.
Where were you three pages ago! haha thanks for the indepth feedback. Tried playing around with some of the proportions some more. I think the biggest problem I had was that I went into it with a few ideas to exaggerate the anatomy (thick legs) but got carried away with it and got too far from realistic. I'm going to try and stick to proper anatomy before going off in my own direction next time.
Some updates with where I'm at now. Lots of fixing up to do. Mostly worked on the face and chestpeice. Having a lot of trouble with the honeycomb part of the pants. The tiling is stretched in some places. I also failed pretty hard at getting a latex/plasticy look to it.
Replies
Some work on the armor. Think I'm going to polish everything up and call it done for the modeling. Except for the hair that I have no real idea how to go about doing.
Have you seen this tutorial by Paul Tosca?
Vambraces and collar look nice though.
Small breasted female video game characters?!
Blasphemy!
So they either have no breast or huge fake fun bags
Quoted for truth.
I've actually heard that comment about the belt before, something along the lines of monster camel toe.
Finished up the back of the armor. Need to work on the boots and clean some stuff up.
The pant leg just ends and then there's these funky sneakers, the shoes/boots don't really feel like they're part of the piece right now.
I think it's looking great otherwise.
crits: the design is pretty weak at the moment, as others have said the elements in the upper and lower body dont match up at all, and it dosnt seem like a cohesive piece to me, try bouncing your ideas around in here before starting your model. also, your body seems pretty awkward for a female. the arms are a bit heavy and it could use a bit more definition overall. great start tho man, i mean it.
I'll work on making it fit together more and the anatomy. It was also brought to my attention that there is no way her head could fit into the chestpeice, so that needs to be accounted for, too.
Great muscle tone and definition though you've done a great job on the shape now you just need to get the proportions right and thats just practice.
Here's a full shot.
How did you make the hexagons on the legs like that? Was that in zbrush?
did a quickie paintover, nothin huge, just some thoughts... hope it helps!
notes:
-shorter neck
-make the chest piece act more like a pushup bra, right now it looks like its smashin the boobs against the chest
-shallower crotch
-straighten legs a little
-some other stuff
folds are hard to do, don't be frustrated too much
spend some time to google images of leather/latex women pants, wetsuits or something like that
I agree with the assymetry comment but I'm not sure how to do it at this stage. It started out as more of a test then kind of evolved into a full character.
Gonna do some paintovers and figure out a hairstyle.
18K is pushing it quite at bit. Especially for as simple as the character basically is.
Uncharted is the only game I know of (besides some of the tournament fighting games) that goes that high or higher.
This is a thread that gives the polygon counts for different games regarding characters and such. It would be good for you to check out.
The boots and gauntlets look like they could be done with much fewer polygons, and I suspect the face could be as well. Much of that detail in the gauntlets and boots can be baked in with a normal map. Your low poly should just focus on matching the silhouette of the character, anything not contributing directly to that silhouette can be handled just fine on the normal map.
Take your highpoly and just get the outline of it from several different directions - front, 3/4s, side - and make your low poly fit those - don't get distracted modeling out holes and rivets.
Also check out the Dominance War stuff going on right now and see how much artist's are getting done with a 3000 tri limit.
this thread is a great example of listening to critiques and learning along the way. the difference between your original post, and now, is huge.
As far as the actual design goes, I'm not sure about the collar area. Maybe it's just the bulk of the transition area between the parts covering her chest and the collar. It creates a rather unflattering silhouette because it thickens the collar area so much while the rest of the figure is relatively sleek. Could just be me though
Is it the topology?
on second thought i might just post what i said anyway...
however keep in mind that this is about the anatomy.. i had only seen the pics up to the point where you started adding armor when i wrote this.
nice progress.
the shoulders are too wide and the upper back muscles are too exaggerated.. this is what's makin her look so manly.
theres no gravity on the boobs... smooth out the top and drag the center of mass down some
pear shape, not inflated baloons that are pressed to the chest by an invisible force is what you need.
the upper legs are still a little too thick and the butt a tad too big.
if you get these sorted out it'll look much better.
now you're well beyond that stage already and i really like the details you have added since then... but most of these issues still persist so i might as well mention them.
some of them were adressed already, yet could still be improved on a little.
the shoulders look alot better for example, but the butt is still huge.
just keep this in mind for your next female model.
what i do in a situation like that is duplicate the model, redo the UV maps and bake the texture from the old onto the one with the new layout...
this will cause distortions on the new map, but at least that way you don't have to redo the whole thing.
Some updates with where I'm at now. Lots of fixing up to do. Mostly worked on the face and chestpeice. Having a lot of trouble with the honeycomb part of the pants. The tiling is stretched in some places. I also failed pretty hard at getting a latex/plasticy look to it.