View Full Version : Wonder Woman
08-13-2004, 01:41 AM
I'm sure shes been posted here before many times, but could you take a look please.
She is here: http://clarke3d.mysite.wanadoo-members.co.uk/
The poly limit was 4000, off the top of my head i think she is about 3900. I'm thinking I could take some polys off the chest area, just above the breasts if i need to. I know the thumbs seem to go off at a weird angle, but thats only for me to rig them.
All comments welcome.
08-14-2004, 12:27 AM
It's looking good so far! I hope you texture it soon...
08-14-2004, 03:15 AM
Did you use Alex Ross's Diana (Wonder Woman) as a reference? If you get a chance you should take a look at it. His Golden Age super hero renditions are the best. If you want to do yourself some favors on this model you should quadrangulate the breast and buttocks and simplify the geometry. The more poly's you add to any given area the tougher it will be to control the cross-sections in those areas. You also might want to take a look at the Body Topology Sticky in the Maya section, Stahlberg et. al really lay down some gorgeous models in there. Seeing how those tackle basically the same topic should be both insightful and inspiring. Hope this helps and hope to see her textured soon,
08-17-2004, 03:48 PM
Thanks for the comments. Yes I did use his work as reference. I purchased the book Mythology, the DC comics art of Alex Ross. I also modeled Batman and Superman from the book using hte reference pictures.
I understand what you mean about simplifying the geometry on the breasts and especialy at the bum. In retrospect I think i put too many polys in the buttocks, but I'm not sure I thoroughly undertsand what you mean by quadrangulate them.
I just want to clarify that u mean have the poly flow going down from the hips, down through the buttocks + onto the legs with 4 sided polys all the way, like a chess board. Not with the jagged mess of abrupt endings of egdes that I have on mine. I agree it would look neater, and would be easier to animate.
But is there anypoint in turning a 4 sided poly into 2 3 sided faces? Or vice versa? In max you can turn edges invisible. I take it u mean keep everything 4 sided, but a 4 sided polygon is going to be made up of 2 faces, whether the edge down the middle is visible or not, and the game engine will triangulate everything anyway won't it?
08-17-2004, 04:09 PM
yea looks like your biggest problem would be the geometry in the stomach, so if animated it would look tons better, than just bending at the rib cage like you have now. And i think he's tlaking about having everything a quad, instead of tri's which really doesn't matter in low poly, as long as the work flow is good.
some areas i don't think you need that you have modeled would be the clavicle and the tendons in her neck (can't remember what there called right now, too early :P) the beveled edge lining the rib cage, which may be the shirt, but i wouldn't think thats needed, just another thing you could do in the map. just my opinion. looks alot like the old wonder women, good job on catching the likeness.
08-17-2004, 05:09 PM
Thanks, I went back and tried to tidy up the buttocks, and I took some polys off the collar bone and neck muscles. Its now 3862 polys.
I'm not sure what to do about the stomach area, as the belt shouldn't really deform like the body, it shud be rigid. But i think it is going to have to anyway. Maybe I'll put an extra row going straight across the middle of the belt, so it doesn't deform too badly...
I put a couple more pics here: http://clarke3d.mysite.wanadoo-members.co.uk/
01-19-2006, 12:00 AM
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