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Frankyc
05-05-2005, 04:54 PM
I'd really like some professional crits on this model please. I found the concept a while ago, and only now decided to give it a go. I realise i still have to put the shoulder pads on. My poly limit is 2500, it's about 2,400 now.

www.clark3d.com (http://www.clark3d.com)

I'd really like to know what you think about the poly flow/useage/ and proportion.

Many thanks.

Nibby
05-05-2005, 05:35 PM
the concept looks great, it seems to have alot of wasted polys. the main poits i'd look at is puting the nice curves you have in the concept into the model....at the moment it seems a little squared off.

Frankyc
05-05-2005, 05:39 PM
Thanks for looking. Where do you think i've wasted polys exactly? Do u mean by the way I've extruded the straps out?

Nibby
05-05-2005, 06:05 PM
i would say the chest/back and maybe the knees. it just looks like you could get the same shape with less polys.

Frankyc
05-05-2005, 11:08 PM
I've updated. I took over 100 polys off the model. I got rid of polys from the chest/neck and back, and tweaked a few other areas.

Would be great if I got more feedback before I unwrap...

kromano
05-06-2005, 07:40 AM
Perhaps it's just personal preference speaking, but I'd try to enhance the curves in her waist and the dip in her back. It doesn't really feel like it has the bulk of heavy armor or the sexy curves of a female soldier quite yet. It's close, and it's very good, but I think it could use some refining.

GradiusCancer
05-06-2005, 09:30 AM
I like the concept, but the model has strayed too far. The concept has a much stronger, recognizable profile. It seems like your modeled the armor for the legs, but up from there, it appears she is wearing a shirt. Exaggerating the armor and putting in the shoulder pads will help a lot.

The split edges in waist, panty-line and back of leg straps will neven be seen, and have no affect on the model. Either merge them or exaggerate them a lot so that the edges of the armor stand out like in the concept.
Try to make whisping 'S' shapes with your edges, this will give her the smooth, beautiful look of female anatomy.

Frankyc
05-06-2005, 01:32 PM
I exaggorated the armour slightly, welded verts together on the body armour pants, but left the verts on the hips, so from the front you can see the armour sticking out off the body.

I brought the back out more, and brought the waist in, I tried to make her look curvier. I put the shoulder pads on. It's now 2,400 polys. Feedback would be great thanks.

Ghostscape
05-06-2005, 01:57 PM
She still doesn't seem as...bold? exaggerated? dynamic? as the concetp art. Maybe you could pop the proportions a bit more? Right now, it looks like she needs a wider breastplate and shoulders, hip armor needs to move down a bit, calves and bellbottom flares need to come out more (esp calves), forearms need to get some beef on them, etc.

GradiusCancer
05-06-2005, 03:36 PM
Ok, Frankyc, here's a bit more focused critique:

I don't notice any changes from the last version minus her left shoulder pad. My main beef with this is it's too far from concept.

Silhouette. I quickly painted over your model here to show the profile of your character from the front. As you can see, most of this upper body and armor detail just is not there at all, and all of those tightly packed edges are doing nothing to enhance the model. As you work on your character. Try zooming out, and render her one flat color, so you can see where all your detail really is.

http://chrisholden.net/silho.jpg

chest armor from the side is too pointy and abrupt.

Study female anatomy. I'm not convinced this is a female model. In fact, it appears that with the right texture this model could be a guy or girl, but not fully realized either way.

This is a female anatomy model: http://chrisholden.net/ladygray.jpg
Compare the torso shot on the left to your concept, they are VERY close already because they both feature strong female anatomy.

Stick to concept, enhance silhouette, and study female anatomy.

Frankyc
05-10-2005, 06:04 PM
Thanks very much for all the help. I agree that it didn't look as feminine as it could, so i tweaked the curves more. Infact i redid the hips, I got rid of the panty armour plating, (i'll texture that on), I made her legs longer, and rounded the breasts slightly.

I rigged her and posed her like in the concept picture: www.clark3d.com (http://www.clark3d.com)

I realise the pose isn't exactly like the concept, but i think theres only a few minor tweaks to change on it. Like widen the sides of the helmet, tweak the angles of the shoulder pads, etc

What do you think?

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05-10-2005, 06:04 PM
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