So I've been working on this for a little over three weeks now and got to a point where I thought i would post for feedback/crits/ect. I haven't been on the forum in awhile but I want get involved again. PCs a fun place.
The biggest issue I have with this model so far, is is that while I love the design (inspired by DE:HR Adam Jensen concept) her front attachments are blocking the curvature of her body in silhouette. It sorta adds more "weight" to her hips + lower torso. To combat this I moved her shoulders in more, to try and give it a more female shape. Is this something that's bothering anybody? Or is this an issue that's not as important as I think?
Things that I still have yet to do for the high-res mesh:
face
pants
boots
arms
gun+hip-holster
I'll keep updating as i move along on this.
Thanks for looking!
Replies
I really like the detail in the arms. Have you considering just giving her one augmented arm and having the other normal? I think it might add a lot more interest overall.
Also with the arms. The wires coming out on the inside of the elbow: it's been a while since I've played Deus Ex, but weren't the augmentation designs a lot cleaner than that? Might want to look into it and consider doing somethint cleaner than wires.
Looks awesome regardless. Keep it up.
looking awesome though can't wait to see more
You already mentioned to fix the face, but I think the hair needs some more work in the front view. I like the profile of it and also the look from behind though.
Keep it up.
Still more modeling to do, and Iam pretty sure Iam keeping both augmented arms. I might play with that idea still. Many thanks!
This looks weird to me, it's not the volume, but more so the shape of the butt. Sure it'll look different with textures on ofc, but it might be worth it to do some more work on this area. ^^
Don't fix what isn't broken, unless you are aiming for something specific, like a super sexy butt, then yeah, make it super round, like tomb raider's butt.
I could mention that eyebrows are 5% more prominent than they *should*, because that's a masculine feature. But if you change that, you'd just be making a different girl. Changing that could be an improvement if you're really trying to make something in specific, otherwise it's perfect!
I also posed what I had to how its all working. I still have some work to do on the high-poly pose.
While I think I am about done on the HighPoly, and crits are always helpfull! I think this week I am going to move along to the low-poly mesh and start testing map bakes.
Maybe check the size of the hand? comparing with the forearm, it feels out of balance, i'm just eyeballing here so i could be wrong. Another way is to measure agaisnt the face, if it doesn't cover the face, it needs scaling.
But I feel that the knees are still a bit to far down
Very nice!
Fomori : I get what your saying. After looking at my reference for her hair, I think it could be moved down a tad.
areve & Fomori : funny how I keep moving her knees up! lol. I agree with you two though. I think when I was playing with her boots I changed somthing up.,:poly127:
TheTurner & planaria : Thanks!
Andreas : Yeah that was deffenlty as re-occurring theme throughout the game. Even the bad-girl chick has some triangles in her design. I opted to make a female "Adam Jensen" character as you can see its concept is heavily derived from it.
Right now the low is a at 40,000 tris. Still have to re-bake out some geo and clean up maps and stuff, before I can start texturing.
Some close ups. You can see the spots I gotta clean up/rebake. :poly141:
overall I would say that the work looks solid and convincing. If this were my work I would be pleased atleast until my perfectionist side kicked in.
I went back and addressed some of crits you guys said earlier. the fixes included a re-bake of the boots, some fixes on the pants and knees. Thanks alot dudes! Will post when i get far enough on the body textures.
Right now she isent feeling very "deus ex"ey and I might go add some minor augumentation details on her head.
Take this for an example:
Also With her skin tone so dark orange ish, the lipstick color you have for her is to off. Try a darker version of her skin tone. Either that or lighten her skin up to be paler and then darken the lipstick to a darker red. Unless you like her skin tone.
The thing that stood out the most though is the amount of eye liner she is using. My wife says to my daughters that make up is suppose to draw your eyes to the natural beauty of the person not cover everything up. I don't know if that will help, but I would loose about 75-50% of the transparency to the makeup on the upper eye lids and maybe drop the eye liner down 25%.
Here is a quick paint over.
Hope that helps a bit.
Also Meglmn nailed it your AO is a bit to dark for a female.
I ended up removing a cavity map that was adding to the pore-level details in face that we dident like. I also decreased the AO and lightmap that was darkening it up and then changed the make-up around.
Personally I am digging the break-up areas on her face texture, so i dident smooth them out much at all. but if enough people hate on it then I can make a quick fix. very easy.
I have to re-texture some of the hair cards and adjust the alpha mask, as you can see there are some blurry texture cards in the mix.
http://img.photobucket.com/albums/v505/konstruct/eyes.jpg
accomplished by using an alpha plane.
Amazing work~!
You can use cooler hues like blue/purple around the eyes, under the chin and jaw line. It'll look a little more natural and still give you some colour variation in the skin.
Overall everything is looking great.
marq4porsche: point taken. Though i didn't lighten her skin up, i think you may be correct and its something that I am at least going to try out.
konstruct: this is such as sick trick as it totally changes her look for the better with the rim shadow.:thumbup:
Emil: I ended up overlaying a red hue on the ao, and toned it down and its actually another cool trick. i didn't try adding any blue to her eyes and neck though and its something I should try ( like lighting the skin )
on a side note I can't seem to render images w/ alphas in toolbag using f12. Images above are prtScreen key. Below is what happens when I try rendering out an image in marmoset toolbag.
if anybody has any ideas would love to hear. I should probley adventure over to the toolbag thread and post this up there.
and I second Emil's comments - subtle reddish AO - and tint certain sections
still work to be done, but would love any and all suggestions on the texture. would really help! thanks everybody!
still got some issues in toolbag.:(
Remember how before when you were working on the other scifi girl and we talked about color variation allowing the eye to travel over your model? I feel this model has the same problem.
Working from a purely realistic stand point when it comes to combat or spy color choices you got some good colors there, but it might not let the eye travel as well as some other choices could.
The straps of the holster are good and drew my eyes down but there is nothing really connecting them, my eyes went from the yellow in the arms to the holster but then nothing was there for my eye to continue down.
Maybe changing the pant color to blue or dark blue that was my first thought when I saw your current colors, also I would take some of that color from the holster straps and add that into some of the armor, maybe the collar and shoulder harness.
Just my opinion, keep at it though.
Di$array: yeah less triangles, but this is more of a"female" version of the main character.
Killaball: ah I cant believe I forgot about that conversation! that's soo important and I think your totally right. I hope adding the extra yellow and the plastic seams to the mix helps/
theslingshot: Added a little extra yellow.
disanski: yup. super sly trick.