View Full Version : Firestar - low poly character
windarr 07-31-2007, 06:55 AM Hey everyone, I did a personal piece for my portfolio to do a little more low poly modeling. This one is of Marvel's Firestar character. C&C? The flames surrounding her are just 3ds Max's fire effect, I'm sure some sort of particle effect would have been used if it were in an actual game, but well...I didn't want to take the time to make a particle effect look good, soooo....I cheated a little. :)
1232 triangles
512x512 map (drew it at 1024x1024 then sampled it down)
Concept taken from online (not aware of the artist).
http://www.crusadingthought.com/images/other/cgtalk/firestar/firestaravengers.jpg
http://www.crusadingthought.com/images/other/cgtalk/firestar/progress003.jpg
Wireframe
http://www.crusadingthought.com/images/other/cgtalk/firestar/progress002.jpg
Diffuse texture map
http://www.crusadingthought.com/images/other/cgtalk/firestar/512diffuse-map.jpg
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PredatorGSR
07-31-2007, 08:34 AM
Looks pretty good, however I don't think you captured the form of the character correctly. The concept is sleek and sensual, and the model is thicker and more mannish. This is a comic book character after all, and the form should be exaggerated and stylized. I like the cartoony style you did with the texture, but I think you can push the forms a bit more on the model.
matsman
07-31-2007, 10:55 AM
I like what you have done But i think it could do with a little more poly's or maybe with a different distribution. Cause the hand really have a lot of detail compared to the rest of the mesh.
But if you are happy with those (which i can imagine) I would put in a few polygons more on the feet and on the butt. I really think you should try and capture the line from leg to shoulder defining the back of the character.
Possibly you have tried this on the model and the skinning could do with a few adjustments to get that line I was talking about.
besides all this nice rendition of the character!
windarr
08-04-2007, 10:13 AM
Thanks guys, good feedback both of you. You know I think my problem was mostly in that I didn't pose her in the same position as in the concept until just before I posted this. I thought I had it nailed from the standard pose I had her in when I modeled her, but the above pose exemplifies the errors, plus when you pull up your leg like that it pushes out the butt a little, which lacking a sophisticated rig I can only accomplish I suppose with some sort of morph targets (hmmm...maybe I should try that?). I think you're right about her needing a little more "curve", but I also think the severity is amplified by the position, as the concept is taken from a lower angle than the one I did, which is a little higher and deemphasizes her rear. Course this also points out to me that I made her feet too large (nuts!).
I'll keep the notes in mind and try to revisit to fix later on, but I gotta hope it's good enough for now and do some job hunting this next week or so. Wish me luck...:)
Gaboon
08-06-2007, 07:14 PM
The thing that jumps out to me is the texture. Very cartoonish (that might be just what you were going for) But the colors are very flat. The hair has nice variety in it, but the rest looks very bland. Try to use different shades of yellow depending on if it is a shadow or a highlight. Also, I would stay away from pure black for your shadows. Good luck!
windarr
08-08-2007, 10:44 AM
Hi Gaboon, thanks for the notes. Yeah I was going for keeping the comic look, but yeah you're right I could have probably bumped up the color variation a little on her spandex at least. I did keep away from black for shadows, except for where I used it for line art that it may appear as a shadow (like under the nose).
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