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Brownboot
01-07-2006, 07:27 PM
Some of my friends majoring in Game Design have got me wanting to try some modelling again (somethign I've never been at all succesful with). So here's the character I doodled up.

http://www.allenwhite.com/pgirlcomp.jpg

I'm looking for character suggestions or any other critiques etc you might have before I get modelling.

I'm going to shoot for around 5000 polys including the knife and two pistols.

El Drey
01-09-2006, 10:56 AM
The concept looks really good, but I think her face is a little flat in the sideview, no? Her head is also a little large, but that's fine by me. Yet again, nice concepts!

obelisk
01-09-2006, 11:45 AM
216 views and only 1 response. shame on you lurkers.

this concept is great. really nice style, and a really tight sense of line. i agree with el drey on the flat face thing, and i reckon it'll be easier to model her feet flat to the ground. Apart from that, she's really fantastic, so bring it on man.

Cheers,

-O

Psionic Design
01-09-2006, 12:20 PM
Certainly a great start, concept looks sound!! Cant wait to see some modelling updates...

Brownboot
01-09-2006, 02:41 PM
Posts warrant updates :D.

http://www.allenwhite.com/piratewip2.jpg

Please disregard the back of the head, I haven't even approached that area yet. Some serious crits on everything else will be greatly appreciated.

GLandolina
01-09-2006, 02:48 PM
well i'll be posting alot then, i love the concept and the model is fantastic, shes coming along great, there are a few 5 sided polys i think, i notice ones on the shoulder (front) but i assume thats not ready yet and you'll be bringing the arms onto there and getting rid of it.
god I am in awe, i cant model humans at all and now i want to do one, but i already have a project.

Brownboot
01-09-2006, 03:19 PM
I don't see the five sided one. Feel free to draw overtop if you want.


Thanks for the interest everybody.

se7enthcin
01-09-2006, 03:33 PM
Proportionally her neck may be a tad bit too long. But if that is the look you are going for then by all means, great job so far.

Brownboot
01-10-2006, 06:27 PM
I think the neck looks ok atm, I agree its not really accurate, but that's an easy tweak at the end of the road.

Here is another update, working on hair and eyelashes.

http://www.allenwhite.com/piratewip3.jpg

LoTekK
01-10-2006, 07:09 PM
This is looking really good. The concept is spiffy (though I agree that her face in profile seems a little flat), and the mesh is coming along real nicely. Nice poly-usage, and nice edge flow. I'm liking the proportions, too, as well as the overall shaping of the mesh. My only concern is that her arms and shoulder area are looking a tad overly-muscular.She seemed a little leaner in the concept.

Can't wait to see how this goes.

Brownboot
01-11-2006, 11:33 PM
Worked on the nose and the head,hair,etc. I already fixed the 5 sided poly on the doo rag, I noticed it when I was taking the screen.

http://www.allenwhite.com/piratewip4.jpg

Brownboot
01-14-2006, 04:13 PM
http://www.allenwhite.com/piratewip5.jpg


Got the legs done. Been getting owned by the hands, so I'm setting them aside and I'll start working on the clothing, accessories, etc.

GLandolina
01-14-2006, 04:40 PM
looking fantastic still, cant wait :)
neck seems a bit long.
head might be a tad too big (i realise its a style thing here but it still feels big)

XepptizZ
01-14-2006, 07:52 PM
looking fantastic still, cant wait :)
neck seems a bit long.
head might be a tad too big (i realise its a style thing here but it still feels big)
I agree.

It seems to be going for realism wich make the head seem to big. Maybe size it down are make the proportions more cartoony.

Brownboot
01-15-2006, 04:38 PM
Tiny update. Still scared to death of the hands...

http://www.allenwhite.com/piratewip6.jpg

mttjss
01-15-2006, 05:00 PM
Brownboot -

here are a few tutorials I found for modeling hands - maybe these will help.

http://demented3d.com/tutorial/toontutorial/modeling/hands.html
http://www.androidblues.com/handtut.html
http://www.colins-loft.net/CoopHands.html

and lastly the famous Joan of Arc tutorial (http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp)

good luck - hope these help.

matt -

Brownboot
01-15-2006, 06:27 PM
Thanks. I'll give em a look over after the colts game.

Brownboot
01-20-2006, 02:38 PM
Wow, must keep project afloat.....

http://allenwhite.com/piratewip6.jpg

I almost have her overshirt done. So hopefully I'll have another update soon, also got some belts done that aren't in the screen.

There's a big portfolio competition here at college and the prize is a free class next quarter so I've been working on that, which hasn't left a lot of time for pirate girl...

Psyk0
01-20-2006, 06:40 PM
Hi, here's some issues you might want to fix:

-The neck is too long
-Define the nose "planes"
-Chin area is too dense

Brownboot
01-22-2006, 04:21 PM
My seperate file with most of the clothign work done it appears to have corrupted :(. I am rather saddened. Haven't had any crashes or anything "bad" happen in max, it just won't open. I suppose I'll have to get going on redoing the belts and overshirt. *sadface*

I hate doing stuff twice

Brownboot
01-22-2006, 04:55 PM
Going from the most recent backup I had... I'm doing things in a slightly different order this time, just so its not redoing everything right away. Once I get the shirts done I'll delete the hidden polys of her body.

http://www.allenwhite.com/piratewip8.jpg

XepptizZ
01-22-2006, 05:21 PM
Now I'm just going to be blunt, seeing how being polite didn't get attention.

I don't like it, like several others have said, the neck and head seem off, too long/big, something in that direction.

Alos, the legs and arms seem to be stubby and short.

She's like an inverted mangafigure, with negativly exaggerated proportions.

Brownboot
01-22-2006, 06:13 PM
Updated the last image. I like it better this way. Proportions are better. Maybe not perfect yet, but its a lot closer this way.

Cyborgguineapig
01-23-2006, 05:36 AM
Just a tip. No matter how hard you try to match the 2D concept in 3D it is always going to look weird in 3D because of perspective. This is exactly why many professionals make 3D adaptations of characters that were at first 2D look a liitle different to fit the 3D medium. Perfect example is the 2D mickey mouse. In 2D no matter which way he was drawn, in 2D both his ears could be seen at all times. For the 3D adaptation of Mickey, the artists had to animate his ears swiveling on top of his skull because mickey from side view in 3D you would only see one ear and it would look weird.

I guess the only real advise I could give is that when you are modeling take account of what the character might look like if viewed from that angle in 2D and try to mimic that rather than trying to keep it completely anatomically accurate because in 2D laws of anatomy are slightly broken to make it look appealing.

You should pull the waist and stomach a little more forward and then move the legs back and have the chin line up with the breasts more like the side view of the drawing. The more you position the neck straighter up the more it will look wrong. So if you pull the head forward a little more it will look more correct in "most" directions you look at her. Also don't be afraid to make the butt and arch of back a little more exagerated because the exact purpose is to make the girl look balanced. If the drawing had a flatt butt and no arch in the back she would look like her head is pulling her forward. Getting the neck to look right is mainly what makes this challenging but hope what I said helps a little.

GLandolina
01-23-2006, 09:29 AM
sorry to hear about you having to revert to backup, know what tahts like :(
keep it up though, still looking good, still watching :D

Brownboot
01-28-2006, 10:00 PM
http://allenwhite.com/piratewip9.jpg

Yay progress!

Brownboot
01-30-2006, 07:48 PM
Just need to finish the God forsaken hands. It's going to be really close to the 5000tri limit I was shooting for. It's just for fun so I'm ok if it goes over...

http://www.allenwhite.com/piratewip10.jpg

cholbrow
01-31-2006, 01:43 AM
greetings, it seems we are both making pirates:D.

If max wont open a file you should try merging it into a new file. (often works)

2d to 3d, The basic fact is the more realistic the rendering of something, (be it a drawing or cg) the less style you can get away with. when you look at a rough sketch or line drawing your brain will fill it in with the best posible shading and colours and shape. This is especaily the case with the human body. You cant possibly match you imaginations ability to fill in the blanks.

what this means is although your 2d concept is stylised you will have to tone it down on your 3d model to get the same effect.

There are some things that the eye will pic up right away. (although you may not be aware of the problem you will feel it) Be aware of anywhere on the body where bones hit the surface. Or the positions of the major muscles. remember to that her intistines kidnees and all sorts of things need to fit somewhere as well.

I would sugest geting some real photo refs as well, (not to line up to but to copy some shapes or proportions of. I like www.gettyimages.com (just go Creative and then search) if you use google image or simaler you get ugly people or worse :P I normaly just flip back and forth between photo ref and model.

Mesh issues. For any joint you will want to have at lest three loops for it to function properly. (dont forget the ankle:wise:) In many places, the neck, the upperbody, you have a million vertical sub-divisions. if you could either kill or redirect them you would find that the smoothing will take care of roundness. (with less polys you may find that it will look smoother)

There are some tool settings in max that help speed up organic modeling for me.

If you set your move tool to "sceen" mode rather then view (its in the main tool bar right beside Scale) then click on the XY plane so that its yellow and hid the gizmo with keyboard X you will get a super fast move verts tool. just orbit to the angle you want and start pushing verts around. Much faster then picking an axis or two and fighting with it.

On a simaler note try setting it to local in sub-object mode to move along the normals

you can also slide verts and edges along other edges in edit poly buy hitting constraints Edge, Under the edit Geometry tab in Edit poly. Handy for evening out poly sizes with out messing up the shape.

dont worry too much about your hands, they seem to be coming along.

http://www.vertexpirate.com/pics/quick/skeliton.jpg

Brownboot
01-31-2006, 02:25 AM
http://www.allenwhite.com/clayrender2.jpg

Hands came out ok I think.

Thanks for the input cholbrow. :D

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