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GArriola83
05-16-2008, 06:28 PM
UPDATES
http://www.digi-wingz.com/06.jpg
http://www.digi-wingz.com/wired_01.jpg

http://www.digi-wingz.com/freya.jpg
something ive been cooking up
im still missing a few of her effects, then off to zbrush for a pass then to max for normalizing

wkornf
05-16-2008, 07:36 PM
very awesome, reminds me alot of the mass effect characters. i played through the game with a female lead, and she went through lots of armor variations similar to this. maybe minus the shoes :)

what is the seam on her butt? i

GArriola83
05-16-2008, 08:23 PM
i might have to put a psuedo thong around that butt for the seam to make sense

GArriola83
05-17-2008, 03:48 AM
http://www.digi-wingz.com/freya_face.jpg
http://www.digi-wingz.com/freya_face01.jpg
http://www.digi-wingz.com/freya_body.jpg
http://www.digi-wingz.com/freya_arm.jpg
http://www.digi-wingz.com/freya_boots.jpg
http://www.digi-wingz.com/freya_back.jpg

i'll be adding more to the armor thats for sure

tell me what you think

GArriola83
05-17-2008, 06:25 AM
http://www.digi-wingz.com/freya_with_helm_open.jpg
http://www.digi-wingz.com/freya_with_helm_closed.jpg
helm renders

matsman
05-17-2008, 08:50 AM
Very cool... I need to ask: would you mind showing us some wireframes? I am very curious about how this was made.

Thanks!

gsokol
05-17-2008, 10:52 PM
Keep up the good work man. This blows away anything else of yours ive seen.

GArriola83
05-19-2008, 04:47 PM
updates on the helm
http://www.digi-wingz.com/freya_update.jpg
and also the thighs
http://www.digi-wingz.com/freya_update1.jpg
im not entirely finished with the thighs...
next up maybe the belt and some acessories with it

Koestler
05-19-2008, 08:58 PM
Great work, I like it a lot, but I would like to see some wire frames if possible. Also are the boots a mechanical type or are they just stylized?

GArriola83
05-19-2008, 10:23 PM
http://www.digi-wingz.com/wires.jpg
you'd have to forgive me if i dont render the wires, since its nearing 1mil polys and i have to duplicate the scene for wireframes to show on a textureless model, but i can give you a bit of insight on how its made. every significnt part sorted by major body parts, (ie leg, arm, torso) pretty much is separate from one another. its much easier for me to build it that way. then i carefully select my smoothing groups so when i put a meshsmooth or turbo smooth on there, certain parts still maintains thier hardness and give me sharp edges. the model right now consists of 30+ different objects with modifiers on them so i would have to turn off the modifiers or collapse them in order for me to show wires, and i just dont want to do that right now. this is the best that i can show you.

as for the boots, theyre many pieces of armor on top of one another. and heeled cuz i think its sexy!

carlg
05-20-2008, 05:38 AM
I love the details on the helmet, and yes, the high-heeled spacesuit is oddly sexy. :D
Just one thing -- the arms look like they're a bit thin for all the armour that's on them. Maybe beef them up a little bit?

wiredknight
05-26-2008, 07:14 AM
Yea nice job on the helmet, especially nice work making it closable.

That belt kinda bothers me though. It's weird how it has a gap in the middle, it's like there's something missing.

GArriola83
06-23-2008, 07:33 PM
http://www.digi-wingz.com/freyahead.jpg
a little texture work

GArriola83
06-24-2008, 05:39 PM
no lashes and a little more texture work
more coming soon!

http://www.digi-wingz.com/freyahead1.jpg

gsokol
06-24-2008, 11:39 PM
Keep at it man, this is looking really good!

GArriola83
06-26-2008, 03:33 AM
I redid her boobs and her waist, and also beat her up....err..i mean she fell out the window into the dirt

http://www.digi-wingz.com/freyahead2.jpg

her body almost unwrapped...oh yeah i decided to make this hipoly....

http://www.digi-wingz.com/freya3.jpg

carlg
06-26-2008, 05:24 PM
Looking goo -- I like the beat-up helmet more than the dirt on her face, though. The two black eyes look a bit strange.

Swift3D
06-26-2008, 07:01 PM
heh, please get rid of the dirt/shading on he upper lip, she has a moustache at the minute :S :P

Very nice other than that though :)

GArriola83
07-11-2008, 04:41 PM
rigged but not done with textures

http://www.digi-wingz.com/freya5.jpg

yoyohobo665
07-12-2008, 04:23 AM
looks cool, but you're not going to make a low poly?

GArriola83
07-12-2008, 04:35 AM
i will eventually, but right now im enjoying this being high poly

GArriola83
07-14-2008, 08:59 AM
almost done with textures
http://www.digi-wingz.com/freya6.jpg

and the back, which is not finished
http://www.digi-wingz.com/freya7.jpg

carlg
07-15-2008, 04:59 PM
Wow, great work so far. I have just a couple of crits.

I'm a bit confused about the textures, it's not really clear right now which bits are fabric and which are armour, is the armour metal or plastic, that sort of thing. Of course it might be just the lighting (Like I'm one to talk -- Lord knows I have enough trouble lighting my own stuff :D).

Also, her butt is very shiny, like the back of her pants is metal or moulded plastic. This strikes me as something very uncomfortable to sit down in.http://forums.cgsociety.org/images/icons/icon10.gif

I can't wait to see this finished, though. 4 stars from me.

GArriola83
07-16-2008, 02:01 AM
good call carlg, i'll change them materials to differ from metal and cloth-like

GArriola83
07-16-2008, 10:13 AM
through many many hours trying to find a decent look, i found this

http://www.digi-wingz.com/freya8.jpg

some shiny parts and whatnot, i might have to dirty her up some more

GArriola83
07-25-2008, 03:40 PM
any suggestions before i make a low poly version of this?

GArriola83
07-25-2008, 03:51 PM
that last render seemed hazy
theres a clearer render
http://www.digi-wingz.com/freya9.jpg

GArriola83
07-26-2008, 03:13 PM
after an AO bake on the textures and playing with the lights, this is what i have...
http://www.digi-wingz.com/freya10.jpg

lemme know what you think

CodeVeroby
07-27-2008, 11:57 AM
Haha awesome ! her face looks a little old in my opinion !

GArriola83
07-27-2008, 01:13 PM
Haha awesome ! her face looks a little old in my opinion !

its cuz of that harsh lighting, one of the basics of photography its to light the face so theres no harsh lines, you can make a baby look old with the harshest lighting so....
i gotta fix that!

z3phon
07-27-2008, 01:50 PM
Coming along great!

gsokol
07-28-2008, 12:50 AM
I have to say this is looking really good. The face does look a little harsh, but it makes it look like she has taken some abuse. I like it.

GArriola83
07-28-2008, 07:52 PM
hey george, it was nice of you to stop by the other day.
yeah the face is suposed to be beated up and what not but its mostly of the lighting i set up. imma change that and make that less harsh.

carlg
08-01-2008, 05:04 AM
This is looking awesome! Her eyes look a little creepy in the last render though, I can't really make out her pupils.

sk3d
08-01-2008, 01:37 PM
Hmm the thing that jumps out to me right away is that her arms may be a little too short and her hands seem too small / flat, Also, the cleft under her nose seems too harsh.

Progressing well tho!

theleast
08-01-2008, 01:51 PM
If you want to keep the harsh lighting to show off the armour (which looks very nice, btw), but want her face to be softer, maybe have some light sources inside her helmet casting a soft glow across her face?

GArriola83
08-06-2008, 04:12 AM
http://www.digi-wingz.com/progress1.jpg
normal maps, AO pass, then next is spec and diff

GArriola83
08-24-2008, 06:20 AM
textured update
http://www.digi-wingz.com/06.jpg

carlg
08-24-2008, 07:25 PM
She's looking aweome! I like the color scheme.

Please forgive a really "duuh" question, but how does an Ambient Occlusion pass work? I sort of get the idea of rendering with different maps by themselves to test different effects, and that AO is like the light from the environment (I think http://forums.cgsociety.org/images/icons/icon11.gif), but what do you do with it, exactly?

GArriola83
08-24-2008, 11:02 PM
She's looking aweome! I like the color scheme.

Please forgive a really "duuh" question, but how does an Ambient Occlusion pass work? I sort of get the idea of rendering with different maps by themselves to test different effects, and that AO is like the light from the environment (I think http://forums.cgsociety.org/images/icons/icon11.gif), but what do you do with it, exactly?

you can, if you want either put the ambient occlusion on a different layer in photoshop and set the blending mode to multiply to really pop out some geometry.

or, you can put said AO map on the ambient slot in the material editor in max and i know you use max. in some propriety engines thats what they do, like unwrapping it in a different UV channel and bake an AO map on there.

its also a good idea to change the color of the said AO map to add variety to the diffuse map like a dark blue or something. hope that helps.

carlg
08-25-2008, 01:14 AM
Ahhh, I see. Yeah that does make sense. Thanks for the explanation. (and your patience :))

Lehnard
08-25-2008, 10:59 AM
She looks great!
The only thing that bugs me is the Spec, itīs too consistent/plain at some parts. (the red rips at her chest for example look a bit like plastic because of this)
A higher contrast at the edges and several spots would make it much more metallic.

GArriola83
08-25-2008, 02:09 PM
She looks great!
The only thing that bugs me is the Spec, itīs too consistent/plain at some parts. (the red rips at her chest for example look a bit like plastic because of this)
A higher contrast at the edges and several spots would make it much more metallic.
i was just thinking the same thing last night

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