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Ymer
02-12-2003, 10:42 PM
Hi Everybody,


I've just added a new character in my portfolio, the model is made with Lightwave, then skinned and posed with 3dsMax...


1343 triangles
I was lazy on the skirt, I just realised that I should have added some extra-bones to correctly skin those polys

http://ymer.free.fr/Images/Elfette_s04.jpg

comments and crits welcomed ;o)


Ymer


PS: you can see more shots (wires) on my page http://ymer.free.fr

ckaos@om
02-12-2003, 11:38 PM
Very nice model ! Love the style !Good poly usage too !
the only two real crits:
- from the side view, the back of the leg seems to clip through her green clothes.
-her face (particularly the chin area is a litlle weird : i don't know if it's due to her expression (looking at the skin it could be), or the strange shadow on her face.

checked out you other models as well : i dig the style, clean and fresh !

du bon boulot quoi :)
:applause:

lordmachuca
02-13-2003, 12:25 AM
looks good.

You got to appreciate those low poly models. any one could model a character with 15000 polygon. but not everyone could model a 1000 poly character that looks good and clean.
nice work man

BiTMAP
02-13-2003, 01:54 AM
I hate to come across as an asshole but thats what tims do best (i'm tim btw), Is it an elf who is one with the wood, or a whore in a green outfit and pointy ears? I REALLY REALLY don't get the sexual fascination, other then that, THAts a very good game model :D

Ymer
02-13-2003, 06:23 AM
thank your for your comments ;o)

lordmachuca : you're right, LowPolygon is the best school to make a clean work... I see some very very good lowPoly stuff on that forum.

ckaos@om : the shadow on her face is due to the map, that's right, but it's a lowpoly model, so I have to add "artificial" volume details on the skin, in that pose, with that light, it looks fake because the light is almost 'flat'... but it's hard to do a fine result in every poses ;o)


Ymer

dobermunk
02-13-2003, 10:51 AM
Very nice model.
She has really powerful arms, though.
Could be on character, like a power-elf. :scream:
But seems a bit too strong...

I've never met an elf though . :D

Ymer
02-13-2003, 11:56 AM
you're definitely right, dobermunk... she's too strong for an elf

in fact, I wanted to do a strong female warrior, and when I chose her look, I dressed her like an elf, with spiky ears... bad choice ;o(


it doesn't really matter, because it's not a model for a game, but just for my portfolio...

http://ymer.free.fr/Images/Elfette_w01.jpg

a wireframe pic...


Ymer

dobermunk
02-13-2003, 12:02 PM
Looks great, anyway.
A new skin and you've got you're warrioresse.
And thinning out the arms for the elf wouldn't take much time. Maybe the chest, too. For some reason, methinks elves have 'em smaller and pointy. Ewww. Feel like a dwarven lecher.

:drool:

Ymer
02-13-2003, 12:42 PM
yes, she's too buxom to be an elf... and too stretched to be a dwarf... let's says she's a human female ;o)...

or a culturist-elf girl...


but I can do another skin, it's a good idea... I could orient the design towards a warrior lady


Ymer

sinthetic
02-13-2003, 09:55 PM
Whoa!!! After seeing the cage I see why everyone commented on your poly usage! Very good looking model for so little geometry, did yo do reduction, or just know how to "keep it basic"?

Ben Shore
02-13-2003, 11:35 PM
Very nice model!
I do have a crit though, the arms seem a little detached from the rest of the body. Basically just because her shoulders are so high, and she seems be be lacking trapesious muscles (the muscles that create the boarder line from your neck down to your shoulder).
Of course on such a stylized character you don't have to be anatomically perfect by any means, but still the shoulders were a little distracting for me.

Nice work :)

Ymer
02-14-2003, 07:07 AM
thanks again for your comments ;o)

sinthetic : I start from a simple cube, because it's a lot easier than taking a heavy mesh, and optimize it... I used a very lowPoly cage, just spending polys here and there to perfect the skinning. all my models are able to do every sort of moves. I spent a lot of time to test every possible pose, and I can do what I need.

Ben Shore : your crit is pertinent, I didn't remark that, but it's true that the back muscles are a little bit narrow compared to her strong arms...



Ymer

samartin
02-14-2003, 11:56 AM
I would love 2 try and do a low poly character myself but... shouldn't all poly's be tri's ??? what is the limit say 4 creating a character 4 the PS2 ??? and as 4 image size which is the most common/best 2 use ???

BTW. V. nice model :applause:

Ymer
02-14-2003, 12:43 PM
samartin : in fact, a polygon is ALWAYS a tri ;o), because this is the only polygon that is surely plane. even if we use quadrangles in every 3D packages, 3D engines use tris... in your openGL viewport, the engine subdivides your quads in triangles, that's why in video games industry, the polygon count is the number of triangles...

for example, for that girl, I have 367 tris and 488 quads, for a total of 855 polys, but for your 3D card, the number of polys is 1343 (triangles)


Ymer

Ymer
02-14-2003, 12:47 PM
samartin : concerning the limit, with the new generation of 3D cards, there is almost no limits, but if a character uses a tiny polycount, you can have more and more characters on the screen...

usually, 3D characters use from 800 (quake 3) polys to 5000 (the last lara croft, I think)... but a good polycount is about 1500 polygons


Ymer

ytrabbit
02-24-2003, 07:26 PM
Give her a rapid-fire crossbow, and I'll take her into a Quake Fragfest!:D

Capel
02-24-2003, 07:35 PM
Awesome stuff. The biceps are a bit too big for an elf, but other than that, looks GREAT! :applause:

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