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Sample
07-07-2004, 08:11 PM
I've been working on this model for a while and now I think I'm almost done with the modeling. So I'm thinking of using this thread as a milestone for finishing touches. The model still has its symetry, I'll be collapsing it soon to make it more assymetrical.

http://sample.250free.com/loco01.jpg

http://sample.250free.com/loco02.jpg

http://sample.250free.com/loco05.jpg

http://sample.250free.com/loco06.jpg

Here's the concept art I made for the model.

http://sample.250free.com/loco07.jpg

The model stands at ~11000 tris with no meshsmooth as I don't intend to use it.

C&C please.

plaguelord
07-08-2004, 12:25 AM
The model looks good, but Im not sure about the mesh, I a high poly or low poly model? if is a highpoly, needs more detail, and, if it is a low poly model, need a good optimization, like 6k tris.

Sample
07-08-2004, 01:18 PM
I was aiming for the look that Leon has in RE4 or Alyx in HL2 so it's kind of a mid resolution character but i didn't optimise it (yet, don't know if I will because it's for a demoreel.)

Think of it as a next generation game model (unreal engine 3 for example).

Marsfyre
07-09-2004, 03:41 AM
Next generation game models still only use roughly 6k polygons (but they use normal maps created off of very high poly models) If that is really what you're going for I would suggest building a very detialed high poly model and then creating normals maps and applying them to a 5 to 8k model (I don't know how available the software for creating normal maps based on high poly characters is at the moment but I wish you good luck) (side note is that you will generally want to use 2048x2048 tex for body and head plus normal maps of the same size for each)

As for crits on the model, i think the hair could use an alpha channeled texture or a few more polygons along the edges to make it look more like hair. The stomache and thighs are also alot bigger than your concept sketch. Lastly, i'm sure you want to give her eyebrows, but i guess you'll do that with your texture maps.

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