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View Full Version : WIP Female Model - Critique and Suggestions (especially edge flow)


alabaster46
03-06-2008, 03:05 AM
I recognize that there are alot of very good character model designers out there and this will not compare to them, but this is the first model that I have attempted to do that does not have any triangles in it. I have tried to keep this model relatively low polygon, but the total of it so far is just below 2,000 polygons.

It has taken me roughly 6 total hours of working on this model and starting over from scratch three times to get the model this far. This is the third attempt:

http://i122.photobucket.com/albums/o242/alabaster46/front_screen.png

http://i122.photobucket.com/albums/o242/alabaster46/side_screen.png

http://i122.photobucket.com/albums/o242/alabaster46/face_screen.png

http://i122.photobucket.com/albums/o242/alabaster46/Body_wire.png

I also realize now that I have not added in the joints to the arms yet or in the knees, but that will come when I am going to unwrap the model.

This model is far from finished because I will be adding armor to her as well as a headdress and a dress.

I would appreciate and constructive criticism and critique. Thank you in advance for your help.

sinIcide
03-06-2008, 12:17 PM
I would definitely work on the top of the head's edge flow a bit. You need to have it so the edge loops don't come to an single end point on top of her head. It needs to be flowing from front to the back of the head.

alabaster46
03-07-2008, 12:37 AM
It doesn't show it in the screenshots that I have, but there is no central point at the top of the head. All of the lines are connected to the corresponding line on the other side of the head.

The only thing that concerns me is the ratio from body to head. Sometimes I feel that the head is too small and the body too big, but I modeled this from reference photos that I have.

Thanks for the post

BigErn
03-07-2008, 12:49 PM
I would suggest lowering the poly count, it will make it easier to handle the forms. On the subject of forms you need to get some really good ref, you said you worked from some, but you will need loads! I`ll try and find something useful. Anatomy needs quite a bit of work, but straight away you can see in the side image that your character is falling over forwards, this doesnt help you look at the form, as its not comfortable on the eyes. Once you have worked a bit more on structure you can move onto details.

These are great examples of someone who has mastered the form, also check his polys as he uses them very wisely. I`m a big fan :thumbsup:

http://www.bobotheseal.com/portfolio/EF2/render05.jpg

http://www.bobotheseal.com/portfolio/Contract/ViciousEngine_Gwen.jpg

Best of luck with your progress! I`ll keep checking in.

http://img240.imageshack.us/img240/1067/femaleproportionchartoi3.th.jpg (http://img240.imageshack.us/my.php?image=femaleproportionchartoi3.jpg)

alabaster46
03-10-2008, 12:54 AM
Thank you for the feedback. As I was looking at the model, I do realize now that it is leaning forward a bit. I will see what I can do to save the existing model, but I will more than likely start over.

Thanks for the feedback and I will post updates on the progress

Question for general purposes... Is it ok to use triangles within a low poly model? I realize that quads flow better, but is it ok to use triangles in these types of models?

alabaster46
03-10-2008, 11:34 PM
I have started over making the model from scratch and this is how far I have come after about an hour on it:

http://i122.photobucket.com/albums/o242/alabaster46/startover.png

More updates to come.

Comments and questions welcome.

new2LW
03-11-2008, 10:05 AM
The upper arm looks to long in the new version.

The bone in the lower leg (tibia) should be a little more straight I think.

For an anatomicaly correct shoulder the pectorals flow into the deltoid. But your shoulder might be good for low poly modeling and deformations.

alabaster46
03-16-2008, 10:08 PM
This is an updated screenshot of what I have been working on today. This past week has been a little hectic with school starting again, but I will try and make these updates regularly.

http://i122.photobucket.com/albums/o242/alabaster46/update1.png

I straightened out the tibia and I made the arms a little shorter. As per the flow of the pectoral into the shoulder, I will try and model that into the mesh. Just for right now, I am trying to get the overall shape of the 'base' of the model and then go back for the details, but as always, all feedback is welcome.

Thank you all for your comments and feedback and I will let you know what's happening. Thanks for your feedback.

dale22x
03-16-2008, 10:34 PM
are you using images in the back? it might help if you get some proportion drawings and put them in the back


for the edge flow.... the shoudler..you might wasn tto make the chest muscle flow into the shoulder...since thats thats how you muscles are..and it'll let you get better deformation

and your breast are just shooting out straight forward... they should be more to the side and facing the side

are you triyn to jsut put a sphere in for the head and shape it.....thats just a bad idea..for me atleast. i tried that a bunch of time before..it never really turns out good...allso..just ending the head on a point like that......i guess it doesn't cause any skinning problems...but...i've never really seen a model done like that....

alabaster46
03-22-2008, 06:24 AM
http://i122.photobucket.com/albums/o242/alabaster46/update2.png

This is the first time that I have shown my reference picture. It came from the book by Andrew Lumis about figure drawing. I know that the hands and feet will need work, but I am working on trying to do the best that I can.

As you can see from the screenshot, I have recreated the topology and the model. This is one that was done earlier and saved, and I thought that I could use it because the pelvis, crotch and torso all turned out really well. The torso totals about 530 faces (as shown).

To Dale22x:

and your breast are just shooting out straight forward... they should be more to the side and facing the side

are you triyn to jsut put a sphere in for the head and shape it.....thats just a bad idea..for me atleast. i tried that a bunch of time before..it never really turns out good...allso..just ending the head on a point like that......i guess it doesn't cause any skinning problems...but...i've never really seen a model done like that....

I have the sphere in place just as a placeholder. I will work with it and connect all adjacent lines so that there is no central point to the head ;) but thank you for reminding me.

The breasts are going to be straight forward because she will eventually have armor on - She will be araigned in full plate mail armor that I designed and will look really good when I do get it modeled which should be soon... pending that those artists that see this post can give a :thumbsup: (http://forums.cgsociety.org/misc.php?do=getsmilies&wysiwyg=1&forumid=0#) or a :cry:.

Thanks as always for the feedback and let me know!

alabaster46
04-01-2008, 01:43 AM
http://i122.photobucket.com/albums/o242/alabaster46/update3.png

UPDATE:

This is what the base mesh looks like thus far. From this point, I will be adding in the armor and I will then start on the definition of the face.

I have noticed that this thread has gotten alot of hits but not alot of comments. Even if you see it and want to contribute, please let me know what you think of this so far.

:) :thumbsup: :cool:

Thanks again everyone and good luck on those projects.

NOTE: If you would like additional screenshots, please let me know and I will take more of the requested ones.

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