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outlive
01-26-2007, 04:40 PM
hi folks, after a long membership on cgsociety i decided to post my first wip-thread

critique on my work is highly welcome, as i'm learning by doing
i was mainly texturing artist till last summer but started modelling
in fact this is my second character i have modelled so far, so please - don't tear me apart

my main weak points are anatomy and it's wire topology,
i really have to get a workflow going so any help is highly welcome

the polycountgoal is 5-8K

early concept by hunter (not me)
http://img488.imageshack.us/img488/4945/hjkcopy5pz.jpg

my modelling planes i drew on his concept (my taste - i don't go for these supercute animestyle bodies)

http://img442.imageshack.us/img442/9492/planes4pd.jpg

wire of my progress - torso/arms nearly completed:

http://img171.imageshack.us/img171/4189/untitled1wu7.jpg

outlive
01-30-2007, 10:03 AM
worked on the torso, completed hands and attached them

http://img408.imageshack.us/img408/8742/vip2yl0.jpg

Kevin-Killjoy
01-30-2007, 10:05 PM
Hey there...the anatomy looks correct, but the geometry needs work! You might want to look at some tutoraials or wires regarding the joints (shoulders, fingers and elbows). Those extra loops you've put there probably aren't going to help...you should put some test bones in there and see how it bends. You probably don't need any geometry for the belly button - that's the kind of thing that a normal map will define. Some of your other geometry looks like it could be optimized, especially where edges unnecessaily divide to cause triangles.

outlive
02-11-2007, 05:01 PM
worked on the geometry, killed a lot useless triangles and optimized the bending joints
3058 polys

http://img113.imageshack.us/img113/822/arsenathvipam9.jpg (http://img113.imageshack.us/img113/822/arsenathvipam9.jpg)

Slythis
02-12-2007, 06:25 PM
good work so far man, i agree with 'kevin-killjoy' though, the geometry needs a bit more work, look around at some more advanced models and holy optimized thier meshes are.
specifically i really notice the area between her breasts, you can lose alot of the shape of her sternum, as well as the raised area of fabric, you can either normal map those in later or even paint them and achieve the same effects
her shoulders also need a bit of meat on them and the entire collar bone area up and be lowered a bit, it feels a bit to long
otherwise you look right on track friend, keep up the good work!

Slythis
02-12-2007, 06:25 PM
good work so far man, i agree with 'kevin-killjoy' though, the geometry needs a bit more work, look around at some more advanced models and how optimized thier meshes are.
specifically i really notice the area between her breasts, you can lose alot of the shape of her sternum, as well as the raised area of fabric, you can either normal map those in later or even paint them and achieve the same effects
her shoulders also need a bit of meat on them and the entire collar bone area up and be lowered a bit, it feels a bit to long
otherwise you look right on track friend, keep up the good work!

outlive
02-20-2007, 05:24 PM
i'll keep that in mind

outlive
02-23-2007, 04:42 PM
reshaped pants, thighs, shoulders - completed feet and shoes
5356 polys

http://img263.imageshack.us/img263/583/arsenathvipfx8.jpg

DreiGrasheir
02-24-2007, 08:21 AM
as previously mentioned you'll want to clean up some of those edgeloops. areas that stand out the most are the shoulders, torso, hands, and butt. We are entering an age of higher polycounts, but getting the most out of every vertex is still very important. Not just for clean appearance asnd efficiency, but also for rigging and deformation ease, you want the edgeloops to follow the actual musculature as close as you can.

It seems that you could cut the polycount on this almost in half if your edgeloops flowed better and you got rid of some simply uneccessary poly slices. One major mistake i see with the modeling is that you seem to be cutting polys for no other reason than to follow the costume, i.e. the exposed skin on the torso and small of back.

I also am not much a fan of skinny anime styles, but there is something to be learned from looking at it. It looks like on your reference, you took an figure image from an anatomy book of some kind. It's true those images are 'realistic' compared to the exaggerated anime proportions, but from experience a little stretching of reality can go a long way to make a model look much more gender accurate, especially in women. notice how in the drawing there is a distinct tucked-in part of the torso between the ribs and hips? if your model is being seen on screen an inch high, things like that help to clear up any doubt that the character is indeed female.

looks like a cool character, keep practising and learning!

outlive
02-26-2007, 09:34 PM
okay, reshaped her legs, shoes, her upper back, cleaned up a lot of edgeloops, completed face and sword

Polys Asenath: 6714 (+Sword 522)
http://img156.imageshack.us/img156/1364/arsenathvip01wu1.jpg

detail on face and sword
http://img117.imageshack.us/img117/7125/arsenathvip02zj2.jpg

requiem2d
02-27-2007, 12:07 AM
Like the concept a lot, looking forward to this textured :)

tofugorilla
02-27-2007, 07:14 AM
I htink if you make her eyes a bit smaller she will look alot better. Work on that ear! Nice progress :)

outlive
03-01-2007, 03:00 PM
completed the model - crits ?

Polygoncount 7072 (+522 Sword)

http://img236.imageshack.us/img236/8789/bodynv8.jpg

http://img147.imageshack.us/img147/844/headdf6.jpg

shbazjinkens
03-01-2007, 06:29 PM
You're using an awful lot of polygons in small places for the side profile of the head to be jagged on top. Distribute your polygons heaviest to aid the smoothness of the areas that will likely be viewed often/close. If this is a fps char then you won't likely see it from the side, but almost any other game you will.

outlive
03-01-2007, 06:46 PM
the character is going to be used for a nextgen roleplaying game
a lot of closeups in cinematics, with detailed facial animation

outlive
03-01-2007, 06:51 PM
detail on the swords hilt

http://img172.imageshack.us/img172/7388/swordby0.jpg

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