View Full Version : Western Female Character
03-14-2006, 02:24 PM
Hey everyone, this is my first post on CGTalk to be gentle ;)
I finished this a few days ago, I'm in college for Computer Animation and I've gone ahead and finished the texturing and rigging for this character, so here it is:
The model is 2800 tris wth a single 1024x1024 texture map. This is my first 'low poly' model, the only models I've done prior to this were above 10,000 tris. I love low poly!!! It makes life so much easier for texturing and especially RIGGING!!
Anyways, lookin for some crits! Thanks.
03-14-2006, 05:17 PM
very nice work vespan, can we see the texture map?? you build your own rig for this? wat software?
03-14-2006, 05:54 PM
Where's the cowgirl hat, holsters, lasso, etc? she'd have much more character with some much needed accessories.
03-14-2006, 06:14 PM
r_mc_gowan: sorry, forgot to mention... it's Maya 6.5, my own poly model, my own rigging.
Here's the texture map:
JFalconer: no props yet, but I have some free time, maybe I'll make some :D
BTW, forgot to mention that I'll be binding this to an unreal rig for an assignment later.
Please render it onto a lighter background, the boots are blending into the black. It's also very difficult to see the silhouette. That said the model looks good, apart from the hand that seems too small and the slightly odd forearm.
03-14-2006, 09:02 PM
Lookin' good. When I look at the silouette, 3000 polys seems way too much for a model with such straight lines, especially in the torso and thigh. Id either cut down on polys or use them better. Turn off the light and rotate your model. If you can't see the polys in the sillouette, get rid of them.
03-14-2006, 09:42 PM
She looks great! I love the character she has! Sexy with enough cartoon to make her fun. Awesome work, Big thumbs up on this one.
I do have a few crits.
- She needs a hat, even if she has it hanging on her back with little tassles looped around her neck. Every cowboy/cowgirl needs a hat. Personally I think she would look great in a pale rider type hat (http://www.follow-me-now.de/assets/images/Pale_Rider-1.jpg).
- I can't tell too well but there could be some wasted polys here and there. I think there might be enough to de-mitten her hands and give her actual low poly 4 sided fingers?
- The neck texture (or cheeks) takes up a bunch of space. In the future you might think about mirroring that part of the neck (or the entire face) so it uses the same texture but takes up less space. Or shrink it down if it is going to be one solid color like that. The shirt could have easily taken up more room and had a greater level of detail given to it.
- I would give her vest a pocket for a chain watch. Those types of vests from that time had those. It would help give the vest a touch more detail while. You might also want to turn the vest into a cross between a cowboy vest and a corset (http://www.lynoure.com/gallery/img_5320scale3.jpg) by adding corset ribbing and widening the laces.
- Also deleting the painted overspray or dead space on texture map will show you a lot of wasted space. Make sure to lay out your unwrap well ahead of time and give the more detailed more well seen areas the bigger space. I did a quick paint over (http://www.vigville.com/forum_images/cowgirl.gif) to help show the wasted space.
- Think about what details you can mirror on the texture. If you delete half your model and mirror it how much texture detail is lost? can you move just a few polys off the mirrored part and paint some small details on them to break up the mirroring? Making the most of your texture space is a must in games especially if you are going to put this one in UT.
03-17-2006, 04:53 PM
thanks for the awesome crits, this is really going to help...
i'll do a lot of work on the weekend and then post the revisions up here!
i agree, she's lacking the accesories needed to sell the 'cowboy' way. Guns, holster, hat, badge, spurs..etc.
03-17-2006, 04:55 PM
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