View Full Version : #6,7,8 - Samurai - Tantorta + Bloody Vampire
Tantorta
04-10-2005, 05:54 AM
Hi,
this is my first post at polycount. Iīm a 16 year old student and come from austria. A classmate of mine, Bloody Vampire, persuaded me to take part on your weekly challange.
Hereīs my concept, i aimed for a sexy samurai girl. The colorscheme isnīt fix yet. I hope you like her
http://hometown.aol.de/InfernalFighter/samurai-girl.jpg
My friend and partner, Blood Vampire, makes the other parts of the challange.
ElysiumGX
04-10-2005, 07:36 AM
Looks alright, tho I wonder what's holding the armor to her shirt. Her left arm is very long. But I see the idea, and glad you picked a female concept.
Bloody Vampire
04-11-2005, 12:16 PM
Hi guys,
i didnīt posted for a long time, maybe someone could remind my gargoyle. Now I try to give my best on the modelling this cute samurai girl.
@Tantorta
Hi Paul i love your concept, like the most of your stuff. Iīve started modelling the head and upper body today. Pictures come tomorrow. For this model i want to try my first normal map, if i have enough time left at the end.
Bloody Vampire
04-13-2005, 06:25 AM
update below
Bloody Vampire
04-15-2005, 01:26 PM
update below
jzero
04-15-2005, 04:39 PM
Overall, you're doing fine, but I think you should finish the figure before we start critiquing. Many of the major problems with character models only show up when the figure is complete -- proportion especially. And I'm speaking from personal experience, ya know? You'll find that not a lot of incomplete models get responses in the Pimping forum. Except for 'finish it!'
/jzero
snemmy
04-15-2005, 06:57 PM
i'm curious, why when you have an anime style concept are you making the mesh in a realistic style?
her chin seems to be very bulky for a 16 year old girl as well as her body is a bit too mature looking as well.
Bloody Vampire
04-17-2005, 09:18 AM
@snemmy
Tantorta and I wanted to do a realistic character, but he canīt draw realistic characters so he made a anime concept to show me his idea. Yes her chin looked very bulky for a 16 year old girl, i hope i fixed that well.
Hereīs the final model, hope you like it. Polycount is at 4100 Triīs, hope thats not to many. Please give me a lot of feedback. Thanks guys!
http://hometown.aol.de/InfernalFighter/samurai_endsmooth.jpg
flat (http://hometown.aol.de/InfernalFighter/samurai_endflat.jpg)
Bloody Vampire
04-18-2005, 02:05 AM
Hereīs a Wire...
link (http://hometown.aol.de/InfernalFighter/samurai_endwire.jpg)
1 512*512 Texture allowed for a 4k Model and Weapon? Isnīt it a little foolish?
Bronco
04-18-2005, 02:53 AM
[ QUOTE ]
1 512*512 Texture allowed for a 4k Model and Weapon? Isnīt it a little foolish?
[/ QUOTE ]
Thats all part of the fun Vampire and is gnerally the difference between a graet texture artist and a good texture artist. A great artist would push every pixel to the limit and despite the pixalation on the finished model would still get a WOW! factor out of it.
Also remember these are challanges,they are suppose to challenge you,I think we might be in agreement its a small texture for a 4K model but its part of the challenge spec,so you just gotta bite your lip and do the best job you can with it /images/graemlins/smile.gif.
good luck!!
john
bearkub
04-18-2005, 05:46 AM
Actually, he's got me. I had been up for 27hrs when I posted this and completely forgot about the weapon. I will need to adjust for that.
Bloody Vampire
04-18-2005, 08:52 AM
@Bearkub
Good to hear that you change some submissions.
Please polycounters give me a feedback to improve /images/graemlins/confused.gif!!!
j4polaris
04-18-2005, 11:30 AM
Nice work you've got here guys.
A few things that I noticed:
- Her arms appear a little long.
- Her base pose has her arms and legs completely straight; this could make for trouble down the line when rigging and animating comes in.
- I'm not sure what you guys have in mind for textures, but how are her armor plates (shoulder and forearms) attached to her?
- Great head modeling, I can definately tell you put a lot of time into it.
- She doesn't appear to have a lot of geometry from the knees down. Perhaps chop a few polys from other areas and add a little more detail.
..those are my thoughts! I look forward to seeing her textured!
Bloody Vampire
04-18-2005, 11:55 AM
Thanks j4polaris!
- Yes her arms were a bit to long but i fixed that yesterday, like you can see in the wire pic.
- Can you please explain me which pose would be best for rigging?
- I first wanted to model these details but havenīt enough tris for that. So tantorta and i have to do that in the texuture.
- Thanks, and yes it took me a really long time.
- You are right! i have to find some areas to optimize.
We definitive texture her both, Tantorta makes a more concept like texture and i make a more evil darkish texture.
Thanks again!
j4polaris
04-18-2005, 07:05 PM
[ QUOTE ]
- Can you please explain me which pose would be best for rigging?
[/ QUOTE ]
sure thing! Having a character's legs and arms slightly bent makes it much easier to place joints and set up rotations when it comes time for rigging. Think of the character as being "relaxed." /images/graemlins/grin.gif
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