View Full Version : Character: Trinity
02-28-2004, 07:35 AM
I'm still in school right now, but I graduate in April and one of the places I intend to apply is Monolith Productions. I was talking with the hiring director there when she came to visit my school and she suggested that I model a character from the matrix and send it in when I apply there (Monolith is currently working on the Matrix Online), so I decided to take a shot at modeling Trinity.
This is the outfit I'm putting her in for this model:
I decided to keep my poly limit under 2,500 for this project, and right now I'm around ~2,200 and I know I won't be adding any more detail so I think I did ok. I'll actually be reducing the polys a bit once I've gotten some of the UV stuff and textures painted (I like to keep edges along the seems of clothing to help guide myself in painting the textures better, but I'll be removing those edges when I'm done).
Oh, and right now she's still in symmetry. I still need to offset the part in her hair once I've collapsed the stack.
I'm working in Max 5.
Anyways - I'm really hoping for this thing to turn out good so I can actually put it in my portfolio, etc. for job hunting, so any and all help is very welcome.
02-28-2004, 08:19 AM
It's definitely a good start, however something about the hips looks off in the front/back views, but I can't quite put my finger on it yet. Also, the upper thighs look a tad wide...
02-28-2004, 08:47 AM
Looks like a great start to me, maybe give the arms a little more definition around the elbow/lower arm area. I could be wrong though.
great model. i would personally make the butt/hips a little smaller (this is just my prefrence).
one other thing, i thought if you came in under your limit you should look for areas to add detail to. sorta use what your allowed for max detail but i could be wrong.
02-29-2004, 01:25 AM
Yeah she was skinier. The ass hip area is a bit too big.
Also the head looks great from the side but looks wrong from the front, maybee the head needs to be a bit thinnnier from the front view as well? Something off a bit there too imo.
02-29-2004, 02:05 AM
her boots/ankles look suspect to me, uve alot of edge loops in the soles i suspect u can trim them down and maybe a few on the face to add more deffinition to her head looking ok tho hip comments as well
03-01-2004, 08:43 AM
Thanks all, I really appriciate the help and suggestions.
I got quite a bit more progress done. Textures, etc.
I've been working the most on the face... parts of it still really bug me. Dunno if there's much more I could do. Kind of hit a road block I guess.
Anyways - here's the latest progress:
03-01-2004, 08:49 AM
And heres the texture map w/ UVs overlayed on it.
03-01-2004, 10:34 AM
you said your face count was at 2200 right now... and your limit is 2500...
the highlights on her jacket are going to be real akward looking at them for extended periods of time... what I suggest is you add in a little bit of clothing curvature, so as to indicate ripples of the leather, as you've got in some areas, then duplicate the material you've got into another material ID (ie. when you're using multi/sub-object materials), use an instance of the map to conserve memory, but on the duplicate material, give it a reflection map... this would of course be on the material for the leather... that way, the shininess would change around as she's moving... just a thought
03-01-2004, 12:25 PM
That looks alot better :)
She needs to be a bit taller though, looks like her breast and up need to be raised a bit.
03-02-2004, 05:24 AM
The proportions look off, if the only reference pic you're going from is this: http://www.moshimoshineko.com/storage/prj250/trinity/trinity.jpg
then I can see why, her lower body does look kind of huge there.
The front view looks especially awkward, try bringing down her belt a bit and giving her a bit more of a waist/abdomen area. Also try shrinking down her thighs/buttocks in , I think this will help dramatically.
Hope this helps!
Good luck with Monolith! Let us know how it goes.
<edit> I looked at your website, you have some really nice stuff, you are more than capable of bringing this trinity from great to fantastic, keep at it!
03-03-2004, 01:46 AM
Thanks ^ ^;;;;
I extended the torso on her and I really think it helped. Thanks for that one, I hadn't seen that.
Anyways, I rigged her. Couldn't help but put her in a couple poses from the first movie XD hehe
neways- the pics:
03-03-2004, 02:43 AM
Her proportions are pretty funky mate - her waist is too high, her torso is way too compact, her shoulders are slightly too broad, there is some bad pinching with her arms at her sides, her biceps are def. too short, and her calves are too skinny. Unless you are making a cartoon/caricature, these things really should get some attention. The fleshtones on your texture are a little bit freaky too - the orange patches are very distracting. I would definitely keep working on this one!
Her jaw needs work, and the lipstick should be darker.
Lip texture needs work too.
Proportions aren't as bad as most are making it seem. I'd bring the gloss down a little bit on the texture for her clothing too.
03-03-2004, 11:41 AM
Looks good. The texture could use a bit more 'love' or more to the point: detail. Especially the hands and any other bare skin.
this is turning out pretty good imo. id say her eyebrows are to straight and the textures overall could use abit more detail
03-10-2004, 07:01 PM
lip color, too pink. shoulders to square. butt to big. eye brows unshapely. Back no texture? jawline too square.
nate P got the test from Mono. Ask him about the peramators.
I can still see the back of your head.
03-11-2004, 04:48 PM
Yeah the texture is what I like the least at this point. The primary areas that bother me are the face and the back. The back, as Jay mentioned, basically has nothing there. Even if it is tight black leather every area should have at least some form of detail. It looks too simplistic + cartoony that way. My favorite part is the boots, they are the most refined part of the texture. Also, the highlights on the chest seem to be too blurred/low-res, almost like they were lifted from photo reference and scaled up some or something. Also your UV layout bugs me a bit, it could have easily been made more efficient in a number of areas just by shifting things around a bit.
As for the face, the flesh bothers me a lot. Especially the cheeks. It seems overly cartoony/pasty. Especially around the cheeks, the flesh tone seems to get too yellow compared to the more pink area of the forehead. Which does not really make too much sense. Also, as people mentioned, the lips are very strange for Trinity. Also the ear is frankly, really bad. There is almost nothing there, you could easily at least put some detail there to define it. It is easily the weakest part of the entire head. Also, since you have some polys to spare, I would add a few divisions to the head, her head is overly boxy, especially around the curve on the back. Also, the hairline where it meets the flesh is too blurry. Consider using harder offset brushes to make a more defined strand-esque hairline instead of a blurry implied one. It looks fine at first, but when it is analyzed closer it is fairly flawed and blotchy.
That's what I think so far. Good luck. Yarr. I will probably have my Matrix character done soon if you want to see it some time (this is Nate btw)
03-20-2004, 05:26 PM
looking pretty good
i like the "about to kick" pose too !
keep it up
04-16-2004, 11:50 PM
About the texture: Did you paint that by hand or is it some photo manipulation? I've been trying to get that leather look, but it's not working out so well for me.
Bwahaha I love trinity XD
Nice model, I especially like the hands, they portray the crane jump kick very well.
May I suggest you model her hair from her matrix revolutions style? It seems more slick to me, the way its combed back and isn't as "puffy", and monolith's matrix online game takes place after that movie if I recall correctly. Maybe even go for her dress from that movie.
01-17-2006, 01:00 PM
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