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lwadya
02-16-2003, 02:09 AM
hi,

i'm a college student working on a main character for an animation short. i'm using maya 4.5 - modeling is primarily subdivision surfaces converted to polygons. comments and especially criticism is welcome, thanks!

http://www.tcnj.edu/~wadya2/images/post/head.jpg
http://www.tcnj.edu/~wadya2/images/post/head2.jpg
http://www.tcnj.edu/~wadya2/images/post/mouth.jpg
http://www.tcnj.edu/~wadya2/images/post/eye.jpg

Hairball
02-16-2003, 03:10 AM
Well, it looks like you're definately on the right track with this model but there are a couple things that you should fix to make it look better. It would also be easier if you show a front and side view of character and show it off without textures so we can crit the model itself. Off the bat, i believe the ears are really big and are lacking some detail... probably too fat.. dunno, their shape seems a little weird, they also seem to be placed a little lower than they should on the head... Another thing is you should define the jaw line a little more, you could also elongate the eyes on the outer sides to make them pointier and maybe push them deeper inside the head or pull the forehead out a little. Maybe the cheeks can be defined more by pushing in the sides of the head next to the eyes. That's all i can suggest now modelwise.

As for texturing, you could use bigger texture files and maybe a better quality format. The eyebraws could use some work, not exactly sure what i don't like about them, but i think it's because of the shape of the head, maybe because the eyes seem to be as far out as the forehead. Around the lips might need lighter colors.. it looks real dark. And finally, i think you need to make the hair thicker so you can't see the geometry you used to create it through it. Other than that, it looks pretty good at first glance... work out some details and i guarantee it would look much better. Let me know if this helps you in any way and keep up the good work! :thumbsup:

Hairball
02-16-2003, 03:12 AM
Oh, and another thing... your eye texture could use some work, maybe use some reference pictures of a real iris. And the eyelashes look pretty good but they might need to be thicker.. if you used a texture, maybe use a better quality one.:)

Annuostivix
02-16-2003, 10:03 AM
you're definitly headed the right direction. Se has a lot of character. But hair ball has it pinned, I have no crits he didnt mention. Cept she should be magical, with hook worms flowing from her nostrils. ROAR! ahh. got you. :rolleyes:

lwadya
02-16-2003, 08:16 PM
thanks a lot for the suggestions. i'm hard at work trying to fix most of the problems, but in the meantime here are the wireframe and non-textured side and front views of the model. again, thanks for your help.

http://www.tcnj.edu/~wadya2/images/post/wireframefront.jpg
http://www.tcnj.edu/~wadya2/images/post/wireframeside.jpg
http://www.tcnj.edu/~wadya2/images/post/flatshadefront.jpg
http://www.tcnj.edu/~wadya2/images/post/flatshadeside.jpg

JasonA
02-16-2003, 08:46 PM
Looks pretty good overall. Has a character to it, and looks like you got the major stuff pretty well worked out. Skin shader looks pretty good too, the bump mapping adds alot.
:thumbsup:

Here's a couple of things I noticed:

1. Make the tearduct longer horizontaly and add a bit more detail to it.
2. Increase the prominence of the brow. It seems really flat going from her eyes to her forehead.
3. Increase the res of you texture map cause it seems like its blurring around the lips
4. Definitely revisit the ear. The lobe looks way to big. I think it needs to be shaped a bit more.
5. The looking down pic seems to show a surface smoothness problem with her cheeks... it could just be the angle/lighting but perhaps a bit of smoothing would help there..

looks like pretty good work overall tho, keep hacking at it!

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