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High Poly Woman

Hellu.
First thread here on polycount.' u '

I'm making my first high poly character and has just started texturing her. I would really appreciate some feedback from you guys. I want to make her cool and interesting, but my inspiration seem to have fled out of a window.

There's a few things that are not finished yet, like her hair needs some planes and I want a transparent dome for her eyes. But how do I make her cooler?

Here's my character and the concept:

Concept_zps2f0866f8.jpg

Writer_screenshot_zps000b7c32.jpg

Replies

  • vchoud
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    I would step back away from the texturing and get back to shaping her body. Her hands look really flat and her shoes feel really bubbly. I think you have a nice start. What programs are you using to make this character? If it is in Zbrush I would drop your sub-D levels down and try get a more interesting shape. A part that really sticks out at me is the torso. Also if you can post a render without the color it would be easier to see. The area where the hips meet on your drawing is more narrow that what I am seeing in your sculpt. Her facial features also seem a bit large. Her arms look alomst as thick as her legs. The arms are quite slender in the concept. Ack sculpting from nothing is really hard XD. I prefer making a base and starting with that. Good luck keep going and I would love to see some progress updates.
  • silvershrimp
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    Look at some style websites like;
    http://carolinesmode.com/stockholmstreetstyle/ ( I think I saw this on Ben Mathis's website)
    http://www.thesartorialist.com/
    http://streetpeeper.com/
    http://www.pimpumpam.blogspot.co.uk/

    There's some really creative stuff out there. You could always go with the current favourites on cg women - half a shaved head, tattoos on neck, hands and face and some piercings.
    I'd also recommend more asymmetry and desaturate your character, it's not that interesting from a value point of view. More of a range of surface types in clothing (plastic, leather, metal etc.)
    Skin's a bit chalky and if I were you I'd sculpt the hair, not just drop a photo over the geometry.
  • Decoyz
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    im a beginner so just take it as a grain of salt. i think you might wanna block out your concept more to get a better clue of where you wanna go with it. atm im not getting a feel of what you're trying to go for. is she an explorer? your average run of the mill bystander? is it a sci fi setting? You gotta be more clear, because on 1 hand you got this pouch strapped onto her thigh which tells me maybe she will get herself into some action. But wait the rest of her clothes are kind of normal and not particularily fit for adventuring, so maybe shes a random citizen?

    As for your model, atm generally the concept pic of the women looks more athletic and feminine than the model you made. your model looks like she has the body of ..i dunno maybe a middle aged housewife while in the concept pic, she looks like she can run around and possibly kick some ass.
    if you're going for an athletic build, some things i immediately noticed are: she could use more of a gap between her legs in the crotch area. could use a more hourglassy shape and less fat.

    her arms seem a wee bit too long or something about it looks funny. less fat on upper arm would be nice.

    ear looks strange. maybe it's the angle though.
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