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created Desert Combat Girl
on 02-04-2009 10:24 PM
Hello everyone, this is my first post on polycount. I haven't really ever shown any 3D work online but here's a first.
These are mainly for my portfolio as I try to find another job. I used to work at EA on Need For Speed as an environment modeler, but I'm looking to do characters now. Also **this is kind of a cheat, as the polygon count and texture map are rather high right now, but I will optimize the character down when it is finished to have a lower polygon version. I just wanted to work higher than normal since it was something new to me.
Here area few WIP shots of a new character I'm working on. Currently I'm working on the textures. I've just finished the head and I will move onto the body next. The ears are not modeled because she will have hair covering most of her face. Right now she's a bit heavy on the polygons, weighing in at around 3500 triangles for the face. The map right now is a 2048x2048 but I will probably take that down in half when I'm done. I may also do some polygon optimization later. The plan is to start off simple with a diffuse texture first, and then later I will take it into Zbrush to do a high res sculpt and add a normal map as well as other maps. I know this is against the usual workflow but since I am new to Zbrush I will try to do things old school first before tackling the new technology. I'm having a lot of fun learning new things and overcoming obstacles in the process. The goal is to produce a high polygon game character.
All work was done in 3DS Max 2008 and Photoshop CS3. These are Max viewport screen grabs, no lighting, diffuse texture only (for now). Feel free to crit and comment if you wish. I will be doing adjustments to everything for sure. I have a couple more pics on my site. Also, check it out for some of my drawings as well! Thanks!
Last edited by Kamui; 02-16-2009 at 03:58 AM..
Reason: change of title
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, spline,
206 Posts,
Join Date Feb 2009,
Location Vancouver, BC Canada
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Nice stuff, I checked out your portfolio  I really like your style, and your character designs are fun (and very sexy).
I'm no pro on modeling, so I can't give too much help with a critique, but looks pretty good to me
Good luck with it, and welcome to Polycount!
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, polycounter,
1,167 Posts,
Join Date Jun 2008,
Location Toronto, Ontario
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some points
- the face is very round
- the face is a bit short
- the face is quite flat, seen from the side
- photomaterial used as a texture can work, but mostly you have to edit it quite a bit, looking at the ear, it just doesnt work for me. this is probably because there is no detail in the mesh there, but there is in the texture.
- the lower lip looks a bit too much like angelina jolie, bit unnatural
- the skin is too orange
- the eyes are too white
looking at the last img from the side, it looks like the eyes, nose, mouth, ears, are too big for the skull.
im just summing things up, doesnt mean that im talking the model down 
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, card carrying polycounter,
2,451 Posts,
Join Date Dec 2006,
Location Stockholm
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Thanks for the crits Rens. I took them into consideration.
Well, here's an update. I'm not sure what to do now. I don't know if I want to take this character further or start something new.
Here's a few shots:

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, spline,
206 Posts,
Join Date Feb 2009,
Location Vancouver, BC Canada
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I very much like this character, can you tell me, how is it possible to use multiple UVW's on one object?
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, triangle,
317 Posts,
Join Date Feb 2009,
Location Dundee, Scotland.
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Quote:
Originally Posted by samgriffiths
I very much like this character, can you tell me, how is it possible to use multiple UVW's on one object?
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Thanks! I think what you are trying to ask is how to use different texture maps on the same object?
If so, in Max, you set up certain faces to be a particular material ID, and then use a multi-sub object with multiple textures for your result. My character is set up as a few seperate objects however.
If you are asking for multiple sets of UVs, you can do that as well with different UV channels. However, this is only needed if you want different textures that are mapped uniquely on the same polygons, usually for some shader effect. This is sort of an expensive thing to do but you would need it if you were doing some sort of multi-texturing.
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, spline,
206 Posts,
Join Date Feb 2009,
Location Vancouver, BC Canada
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I like it. I like the hooded version better. Not sure why, I just do. Nice boobs...
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, spline,
169 Posts,
Join Date Dec 2008,
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Quote:
Originally Posted by Kamui
Thanks for the crits Rens. I took them into consideration.
Well, here's an update. I'm not sure what to do now. I don't know if I want to take this character further or start something new.
Here's a few shots:

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Looking good 
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, triangle,
352 Posts,
Join Date Feb 2009,
Location Dublin city, Ireland
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Quote:
Originally Posted by Kamui
Thanks! I think what you are trying to ask is how to use different texture maps on the same object?
If so, in Max, you set up certain faces to be a particular material ID, and then use a multi-sub object with multiple textures for your result. My character is set up as a few seperate objects however.
If you are asking for multiple sets of UVs, you can do that as well with different UV channels. However, this is only needed if you want different textures that are mapped uniquely on the same polygons, usually for some shader effect. This is sort of an expensive thing to do but you would need it if you were doing some sort of multi-texturing.
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Thank-you, the sub object answer was what I was seeking ;)
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, triangle,
317 Posts,
Join Date Feb 2009,
Location Dundee, Scotland.
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I like it so far, but you really should get rid of that colored strand in my opinion.
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, polycounter,
817 Posts,
Join Date Oct 2006,
Location Nantes, France
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created meh
on 02-16-2009 09:21 PM
so... why would the sweater not go over her boobs?
just eye candy?
seems kind of pointless
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, vertex,
45 Posts,
Join Date Sep 2006,
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really nice looking so far. great boobs too.
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, veteran polycounter,
3,451 Posts,
Join Date Feb 2007,
Location San Mateo, CA
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pretty nice model man, clean modeling except that one tri in the shoulder region *might* give you deformation issus>? I`ve always ween told to avoid tris in high deformation areas. In theory it makes sense to but I`ve never tried to rig a joint that has a tri, so it might not be that big of a deal at the end of the day.
I feel like her toes could be a a bit large making her legs seem shorter than they really are. Also on the shorts, the lack of belt or bunching on a seam around the hips and waist might need some attention.- and yeah loose the pink or at least make it a richer pink, like a fucia

mmmmm fucia -
some fun stuff could be to do alpha cards over the eyes, to simulate a slight shadow over the eye ball as it rolls around, or that little bit of eye goo that collects around the edges of the eye. (also you might want to clean up that little chunk of nostril left over from the photo texture projection)
I dig it though man!
and hell yeah eye candy!! why do you even have to ask>? thats some well modeled cleave she`s go goin on!
Last edited by konstruct; 02-16-2009 at 10:50 PM..
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, card carrying polycounter,
2,032 Posts,
Join Date Nov 2004,
Location three oh three.
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beautiful!
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Good crtis guys and thanks for the comments! yes we can all use some eye candy right?
konstruct: very good tips! thanks! I really like what you did to the eyes... just that bit of shading gives her a much more mysterious sultry look. I definitely have room on the hair texture page to do something like that. Yes, I see the triangles in the shoulders and i'm a bit afraid to rig her too.. i think there will be a few problems in the deformation in that area. I think I ended up splitting that triangle on the hoodie to make a nice ring to separate the UV's from the sleeves. Her shoulder underneath doesn't have it.
I'm also worried that it will be a pain to rig her cuz of her overlapping clothing (and also that i haven't ever rigged anything in Max!) Anyone have a link to a good basic rigging tutorial?
also, this was my drawing of this character that she was based off of (in case you haven't seen it on my site)

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, spline,
206 Posts,
Join Date Feb 2009,
Location Vancouver, BC Canada
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Ah that's a pretty sweet style you've going there. Seems like not too much of anything, but just the right amount of everything...detail, points of interest, little shiny dots. Love it. Plus boobs.
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, spline,
132 Posts,
Join Date Aug 2008,
Location Pittsburgh, PA
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Looking very good thus far. Not a big fan of the shorts, but I'll wait to see how it turns out.
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, spline,
219 Posts,
Join Date Nov 2007,
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is that a combat g-string?
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, triangle,
481 Posts,
Join Date Feb 2005,
Location Chicago, IL
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Quote:
Originally Posted by Sandbag
is that a combat g-string?
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Hellz yeah 
i sure as hell hope so!
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, dedicated polycounter,
1,641 Posts,
Join Date Jan 2009,
Location North Carolina, USA
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looks rather nice. few areas to tidy up but generally very good. proportions are good.
Seems a bit of a mish-mash of styles with regard to her outfit tho. but seem to be working for now. Not too keen on the short-shorts myself tho!
still, its lookin good tho!
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, vertex,
29 Posts,
Join Date Feb 2009,
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Looking great so far Kamui. The thing that bothers me the most would be the textures, they don't seem to fit the character. I would stick to the textures that you established in the original concept drawing. Keep rocking it 
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, polygon,
698 Posts,
Join Date Jul 2008,
Location Bellevue WA
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Its a cool character, the biggest thing here for me is the texturing. The concept has this great style, color and these nice contrasted shiny materials. I dont see much of any of that in your texturing. I think it would be wise to get some normal detail, spec, etc and work on pushing the colors and materials from the concept. Also loose that uniform overlay that seems to be over all of the cloth, it makes it read less like any sort of clothing material, and more like concrete.
Last edited by EarthQuake; 02-17-2009 at 11:14 AM..
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, Moderator,
8,684 Posts,
Join Date Oct 2004,
Location Iowa City, IA
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TychoVII: thanks man. that pretty much sums up my style somewhat. Although I tend to be drawn to more simpler things, I think it would be fun to just go all out for once.
Thanks for the support from the rest of you guys! And to the guys who didn't like the shorts.. I had a lot of little issues while building her as well. Sometimes I wish she didn't have the leggings and had pants instead. Sometimes I wish she was wearing boots. I can see where you guys are coming from.
EarthQuake, nrek: you guys make good points. That's why I kept variations of my textures to make it look more like my original drawing, but I like things about both versions.
I am getting a bit discouraged with normal maps and spec maps at them moment. I can't seem to get them to work properly, since I have no real idea how I am supposed to present my character! I think I'm going to try to rig her up next and get rid of that T pose. I just figured out how to do morph shapes and eyeball constrains last night hah!
Here's a couple of variations and a close up of the back of the g-string straps!

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, spline,
206 Posts,
Join Date Feb 2009,
Location Vancouver, BC Canada
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give her a bit of an AO pass later on, shes looking a bit flat right now. also dont forget to set the proper specularity for each material you have on her. but good overall, keep it up.
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, polygon,
723 Posts,
Join Date Feb 2008,
Location Greater Los Angeles Area
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That texture looks so much better already. I agree with garriola83 about the AO pass and the spec maps, both will really help push the material to the next level. My only other suggestions would be to maybe try pulling the bottom corners of the hood out away from the face more, so it has more of the shape that is in your concept. That would also help open up the characters face. And then right now the top of the shorts seem very fllat. Maybe adding a darker fabric seam and some belt loops running along the top would help sell them as a fabric item rather than a chunk of polys on her. Cant wait to see some updaes.
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, polygon,
698 Posts,
Join Date Jul 2008,
Location Bellevue WA
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