View Full Version : Character: Fem 01
01-26-2004, 08:00 PM
***Newest Images are at the end of this thread***
I would like input on her topography. She should loose some polys as soon as I get her costume fitted and the underlying body deleted. (I modeled her nude first just for more practice). I would like suggestions as to places that could be optimized to lower the count. She is currently 4021 triangles. Any crit on structure is appreciated. Her costume layout will be posted soon and she still needs teeth and inside mouth to lip-sync.
01-26-2004, 11:22 PM
the hands are the biggest polyeaters, compared to the rest of the body. This should be low poly m8, donīt be shy to weld some verts together and making some tries.
Anatomie seems allright also Iīm a bit to tired to take a close look :)
The major thing I can see is that you have alot of verts that are very close together but donīt really define the form alot. (esspecially on the head and on the hands)
The collarbone areas also needs a better topology, you have all theese faces going to one vert.
It seems that you have done more highpoly than lowpolywork because your modelingskills are there but havent got that feel for the lowpolystuff yet :) ... keep it up your on the right way
01-27-2004, 12:47 AM
I know it's very common but you really shouldn't model her with her arms strait out like that. How often will her arm come up that high? Her face seems a little flat.
Oh and post smaller pics so we can see the whole form.
01-27-2004, 01:28 AM
I have been trying to reduce the count on the hands and the palms are easy to reduce, but the fingers are giving me trouble. If you want something to deform correctly, you need two strips (three loops) to get an accurate deformation correct? EDIT :I found that the fingers deform very well with a single loop on the bottom and three on top.
I have gotten rid of the loops between the joints (to the sacrifice of accurate shape *sob*), but can I reduce the joints themselves. In the last hour I have almost halved the tris on the hands.
Any suggestions to the particular edges or areas to eliminate on the face?
(I just fixed the collarbone too btw)
Her face will seem flat in Euro standards, she is modeled after a Thai friend of mine, her face is 'flat' compared to the average Euro structure.
I know the folly of modeling the arms in that manner, but the shoulders have been constructed in such a way that they are rounded to a 45 and not built to be in the position they are in. They will be lowered for rigging, it's just much easier to mod the topography with them horizontal.
Also, can you have one poly with different UV's on each side (in a game engine)? For example, you have a single 'no depth' poly plane as a skirt (or whatever) and you want the outside to be black, but if you see the inside of the skirt it's purple or something. Can this be done?
02-01-2004, 06:35 PM
Well, I didn't get quite the response I hoped I would, but for the people that did give me suggestions, thanks! I hope that when she gets her costume completed she will be interesting enough for more comments. :)
In this update she has had her collar-bone fixed and her hands reduced. She now stands at 3332 triangles (down from the orginal 4021).
**I would still like some input on where people think I could reduce the face without destroying the structure.**
Her geo should be reduced when the costume and hair is added.
As of now she deforms quite well, but I am not going to post poses until she is clothed.
01-17-2006, 07:00 AM
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