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Jullia
02-10-2006, 10:27 AM
Hi all!
Well here is a new female character im working on.
I will smooth all ditaels, i know she look to athletic.
All crits welcome!
http://www.cgimagination.com/gallery/sc_fem20.jpg

mijaba
02-10-2006, 01:37 PM
really nice, well proportioned, good topology (i especially like the thigh and knee area). Maybe more detail in the pelvic region where the thighs connect (tendons etc.) The browline is a little harsh for my taste. Overall great!Keep going!!

Jullia
02-11-2006, 04:48 AM
Thank's!
Well seem's to me i can't get alot of critique on CGTalk for some reson.. :cry:

Voron
02-11-2006, 08:58 AM
Thank's!
Well seem's to me i can't get alot of critique on CGTalk for some reson.. :cry:
Yeah... I know how that is too.

Well, I like it. I think your mesh looks clean and your proportions look right. My only crit is that the face seems a little chubby for such a well toned body :shrug:.

woutb
02-11-2006, 11:11 AM
yeah its hard to get some criticism, so i ll try to give some, altough 3D is still new to me.
I think it looks great so far, especially the legs are very nice. Arm looks a bit flat (could be the angle) and the hands need some work too,especially the knuckles (right word ?).

But i love the way u have done the legs. Could u post some bigger wires of the body ?
Maybe u can give some criticism on my body, having some trouble, and i could learn a lot from u : http://forums.cgsociety.org/showthread.php?t=313087

Keep going !

cybernaut
02-11-2006, 02:46 PM
Great model!

Not much to critique though. Everything looks pretty good so far, especially the body. The head might need some fine tuning. Softeneing things like skin creases and brows lines might help a bit.

Jullia
02-16-2006, 11:02 PM
Here few render for final mesh
before texturing!!
http://www.cgimagination.com/gallery/sc_fem21.jpg
http://www.cgimagination.com/gallery/sc_fem22.jpg

Agent X
02-17-2006, 01:28 AM
Hey Julia, maybe it is just me, but the section between her navel and her vagina looks to be elongated, all the way around including the tip of the bum. Also the bicep and tricep, look like they have been blended into one muscle.

they are my only crits and i am no expert, they are only my opinion. Your workflow looks awesome, though.

kitec
02-17-2006, 05:42 AM
Hey there. First off I love you model it looks really good- nice detail in the face, but I do kinda have a problem with the nose I don't know maybe the reference you are using is like this, but I just feel like the bridge of the nose looks too hard around the edges. Any way its look ing really good should look awesome once you get it textured. Will she be wearing clothes?. Good job!

Kyte

erik_j
03-20-2006, 08:16 AM
very nice topology and the shape of the overall body and especially feet, elbows, knees etc, look really good.
I'll post some critique I hope to be constructive.
this may be too subjective but I'd let the belly stick out a bit more. make it carry whats inside. she looks very flat on her belly now but given her athletic body maybe that's intentional or correct by reference(?). but anyhow, I believe the guts always push out the belly a little even if you train away the fat on the outside. a belly like hers is very natural if you lie down though and the guts don't push the belly out.

but anyway, the body is very good overall imo. my main concern is the head.
something that took me a loong time to understand when modeling heads was the main skewing of the head.
how the face moves forward from top to bottom (or backwards from bottom to top).
also I'm a little nervous I'll offend you and a person who you used as reference if you did but I'll show some suggestions guessing you didn't use a direct reference for the head.

http://nim.pansarvagn.net/Untitled-1.gif

http://nim.pansarvagn.net/Untitled-2.JPG


points I'm making: check the overall shape of the head. it looks very flatfaced and there's little diagonality of the cheeks.

your line from cheek to chin (side to middle across face) is very straight which disregards the shape of the mouth area. also check out the rounding of the cheek when it moves towards the ears. the jawline viewed from the side is very round though, make it more squarelike.

check the muscles that go up over the nose. the line between the nose sides and the cheeks are usually not a perfectly linear ramp. it's usually convex like I've sketched, I made it an inversed S-shape to emphasize on the shape of the cheek mustle (which makes the crease from the nose and around the mouth when smiling.
tip: that muscle is like a measuring reference for distance between eyes and nostrils.
articulate the shape of those muscles so you don't lose their help in measuring.
and if the area between eyes and nostrils looks very long even though the nose would get too short if you shortened it, then the nose is probably too vertical.. let it point more outwards (which I think is the case here).
i drew a quite straight nose contrary to your concave.. I watched starwars IV-VI recently and noticed what an exemplaric concave nose princess leia has ;-P I usually dislike concave noses (watched too many untasteful always-concave noses in anime) but I like hers. hers is a bit shorter and a bit bigger at the nose tip than yours though if I remember correctly.

check the volume of the nosetip also, I might be wrong about this though but most people probably have alittle bit more volume there.

I tried to maintain the personality in your head when suggesting improvement in sketches however I might have failed on the perspective view (red). and although it was traced, I had a thick brush and the mouth looks really funny (orange) ;-)

and then, the orange side-view was imagined since I couldn't draw ontop of anything like on the perspective view which I drew ontop of your image.. so maybe it's incorrect.. like eye may be a bit too high and ear too far back in orange.
so I'm merely trying to shed light on how the generic western human looks.. some people do look more like how you've modeled but not quite like it I think.

http://nim.pansarvagn.net/Untitled.gifthat wire shot of the body from behind was nice! I'll study it as I'm also working on a body for the moment. thanks for sharing it!

Giom
03-20-2006, 12:31 PM
Wow, Eric, a very detailed anatomy lesson there - thanks!

Well, Julia, first off, your modeling skills lack nothing - job real well done.

My crits is mostly whats been said before, I just really think the arms and hands are too musculine for a rather deignty body. But you really get the feel of her.
PS. she reminds me alot of Charleze Theron.

Jullia
03-21-2006, 02:49 AM
My crits is mostly whats been said before, I just really think the arms and hands are too musculine for a rather deignty body. But you really get the feel of her.
but anyway, the body is very good overall imo. my main concern is the head
Thank You guy's!!!
You give me very good Critiques here!!!
Yes! there is allot of areas need fixed.Seem's to me never get perfect tweek,tweek , take forever...
Here i upload new images with backdrop reference ,,Now you can compare and it may give you some answers.
Also ..here is links to other forum with allot more images and background images for body and Face.
I still working on this mesh and i will pay attention on area's you pointed.
Bdw... You make very nice drawing image Thank you!
http://www.lwg3d.org/forums/showthread.php?t=28025
http://www.spinquad.com/forums/showthread.php?t=10405
http://www.subdivisionmodeling.com/forums/showthread.php?t=421
Sorry for my Spelling!!!
http://www.cgimagination.com/gallery/sc_fem24.jpg
http://www.cgimagination.com/gallery/sc_fem25.jpg

erik_j
03-21-2006, 09:35 AM
Ah good thing you posted the reference, it made it much easier to understand how to interpret the face you've made and are trying to achieve.
The mistakes I made in my latest head changed its looks very similarly to how your mistakes change how this person looks.

Watching your reference and your model made me realize something that will help me improve the model I'm working on now also! guess you're always more blind to your own mistakes.

you've modeled the jawline after an image that doesn't specificly show the actual shape of the bone but the very round shape of the flesh that bulges out around it as the person pulls her head back, giving the same effect as looking down.
http://nim.pansarvagn.net/demo2.gif

see what I mean? I've sketched the jawline where it most probably is at and it is very important to how the characteristic of a face is perceived (heh like everything else.. it never ends!! -_-;)
what I'm saying is that you won't have a sharp edge of the jawline if you model after this image. her jawline is very round cause it's embedded in the flesh that is bulged out by her posture. but then. modeling the face is also about building the head.. you might want to disregard bulging flesh etc before animation, but you should still be aware of it then.

And also a good reference within the face is to think of the area I've lined in as a rectangle. it's not bound by any anatomic representation.. quite arbitrarily matching the actual shapes of the face but it's very good for evaluating the proportions.
some people will have a naturally more steep jaw which makes the left semiverticle line longer than the right one. this person seems quite generic in that particular aspect.

and about your model, look at her shades at the ear. you'll see there is not much of a jawshape there, it kind of emerges out of the rather large-curved, almost flat area under the ear towards the chin.. in the pic she doesn't really have a very articulate jawline, which is very normal so it's good to always consider that aspect when modeling.

if you pull your models head forward, that bulge under the jaw would naturally retract and you'd get a sharper shape of the jawline.

this is tricky, in my model I decided to let go of my fear to lose the definition of the jaw by making the topology 45degrees (like xxxxx instead of ====) across the jawline, so it doesn't follow the jawline at all. I did this primarily because it makes the topology more quad but also this way I won't fool myself to make the jawline sharper, more articulate than it should be just because it's a wellknown shape in the face (usually very articulated in linebased drawings) and just because my mesh clearly outlines it.

and another thing is when you open your mouth and pull down the jaw, the skin that lies over it doesn't follow the jaw-bone/jawline anyway. the jaw quite much slides under the skin from only a little at the chin to quite independently at the ear where the skin only bulges in and out a little but doesn't move up or down much at all.

without realizing this a characters cheeks would stretch awfully and the jaw look very stale when animated.

hope it helps! and sorry to be so long again.
looking forward to see your progress :-) I've learnt alot from your topology already.

stooch
03-25-2006, 12:57 AM
the pelvis area needs more attention. stomach is too narrow and the bones of the pelvis arent defined. there should be two ridges of bone very close to the skin on the front of the pelvis.

thats the most obvious and first flaw that i can see. i have been looking at some of your other models and i must say, you pay attention to detail very well. But it seems that you should get a good anatomy book and keep it by your side for reference at all times. Especially for areas that have skeletal structures close to the surface of the skin.

also, you are probably not getting much criticism because your models are very good :)

Jullia
03-25-2006, 01:10 AM
the pelvis area needs more attention. stomach is too narrow and the bones of the pelvis arent defined. there should be two ridges of bone very close to the skin on the front of the pelvis.

thats the most obvious and first flaw that i can see. i have been looking at some of your other models and i must say, you pay attention to detail very well. But it seems that you should get a good anatomy book and keep it by your side for reference at all times. Especially for areas that have skeletal structures close to the surface of the skin.

also, you are probably not getting much criticism because your models are very good

Thank's for crits.!
Can you copy image and point exact Area where you think Anatomical incorrect.
Yes i use Human Anatomy book's ,,,hmmm maybe i miss some point when i model.

Let me show you more Reference images for body ,How close to refence body build.
http://www.cgimagination.com/gallery/jrsp.jpg

Giom
03-27-2006, 06:26 AM
Hey Julia

I see you've corrected the proportion of the head in the last frontal image as opposed to the first frontal image. Your model really looks great.

I'd like to see another render without the ref image to see what the head looks like in relation to the body, but I think you can start texturing soon.

Jullia
08-13-2006, 03:33 AM
Here is very little update of my project.
http://www.cgimagination.com/gallery/sc_fem36.jpg
http://www.cgimagination.com/gallery/sc_fem34.jpg
http://www.cgimagination.com/gallery/sc_fem32.jpg

Jullia
08-13-2006, 05:20 PM
http://www.cgimagination.com/forum/eyeliquid.jpg

Womball
08-13-2006, 06:39 PM
There is some really lovely texturing here. Non zbrushed too! The toenails look like they have fungus though at the edges. They probably should be a bit more crisp of a line there.

Jullia
11-26-2006, 03:27 AM
Hi all!
here is final texture for head.
I try make close-up render you'll see ditails.
I will make some chage on texture bummap in some area's.
Please give me some Critiques!!
http://www.cgimagination.com/gallery/sc_fem39.jpg

Jullia
11-26-2006, 03:27 AM
My mistake to attach file sorry! Moderators!

kanooshka
11-26-2006, 04:52 AM
that skin texture is quite amazing. Is it all handpainted? A couple areas I have to critique. The bridge of the nose is pretty flat and wide and also there appears to be texture stretching on it. Also, the eyelashes don't appear to be casting shadows on the face or each other. Lastly I see on the tear duct the specularity looks perfect, if you added some sort of noise to that I think it would look spectacular.

Jullia
11-26-2006, 02:44 PM
Thank you for critique "kanooshka".!!!
I keep working on this ditaels

Giom
11-27-2006, 08:01 AM
Good to see you back with this project.

I don't have any crits, it looks incredible! Can't wait to see more!

Regards
Giom

Jullia
11-27-2006, 11:26 PM
Good to see you back with this project.

I don't have any crits, it looks incredible! Can't wait to see more!

Thank's
Yes im back with allot more.Hair & Full body comming soon.:)
Here is one more render with little different Light setting and halfe way blur.
I hope you like it!
http://www.cgimagination.com/gallery/sc_fem41.jpg

Martyr
11-28-2006, 12:17 AM
Hi you have a nice model and a good skin texture and shader...Just one thing...She seems to have a squarish front head... especially for the eyes... try to pull back the exterior of the eyes a little bit...

Good work :)

chindian
11-28-2006, 03:48 AM
Good work!
Although I agree with Martyr... the head looks a bit wide and maybe disproportionate to the rest of the body. Women's heads are usually smaller/daintier... Also - the chest area looks a bit wierd to me... something about the lats area and ribcage looks pinched in or too small. Also - the hip bones seem really pronounced and the pelvic area seems a bit elongated vertically...

Other than those crits, your textures look amazing! Excellent texturing and shading... can't wait to see ur final product.

Cheerio!
-T

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