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halkun
06-25-2008, 06:29 AM
All you guys with your high-polygon models and your Z-Brush :)

This is an anime girl for a game I'm picking back up again. Now, this is just a work in progress. The following is a snapshot of everything "on"

Linked for Huge! (http://krythic.typepad.com/misc/girl.jpg)

Here is another, so you can see the polys and my progress on the "raw model"

Linked for huge too! (http://krythic.typepad.com/misc/girl2.jpg)

Anyone have any tips to make this better? After I stick on an ear or two on her, I'm going to go about pushing all kinds of vertexes around. I need to better "square up" her body and remove unsightly triangles. Her arm is also bent and I need to make that straighter.

*** ABOUT THE MODEL ***

I build my bodies in a rather unconventional way. Once upon a time I ripped the models from a game of "Tekken" about 12 years ago. My model ripper was not very good, and I wound up with just chunks of the characters. (Head, torso, left upper arm, right upper arm... etc) Over for a few years I created my own parts and accumulated a kind of "body part toolbox".

I then forgot about it for about a decade.

This model is a "put together" job, but I decided to create a unified model for the first time. I started by creating and piecing together a new set of hands/arms/feet/leg/hips/torso/head parts that I made using my old body parts as a template. After that was done, I unified each part into the complete model you see below. I'm going to further refine this model, getting it into a riggable configuration.

The top (complete) picture is just more parts from my toolbox stuck on her. I'll be re-doing the hair/dress, as those parts have a dubious origin, leaving the legacy toolbox behind.

The head is an older version of a head I modeled last year. I'll be fixing that up as well.

Any comments?

PadleSneg
06-27-2008, 11:43 AM
Looks nice, I think. I don't know does Blender use Smooth groups, but model will look greater with them.

Dekker3D
06-27-2008, 04:51 PM
blender's got smoothing groups. ctrl-e can set the selected edges to sharp or "unsharp", but you do need to use the edgesplit modifier on your model. also, it's usually wise to deselect the option to sharpen from angles, since it's harder to control.

FreakyDude
06-27-2008, 05:18 PM
Are these really the proportions from the models in the tekken games? Because without clothes she looks like a friggin alien to me, proportionwise.

I agree your method is a bit unconventional, but hey, if it gets the desired result.
Still I think you should start from scratch and mostly forget how you build this one. Use a few decent modelsheets, and do some basic character modeling tutorials. I don't mean the ones that go about the tools, I mean about the ones that teach you a little more about topology and proportions (and possibly, deformation, for rigging purposes) A nice one to start is the alfamous Joan-of-Arc tutorial, google it.

By the way..... the images have nothing to do with smoothing groups or set sharp in this case, he just has the entire model set to "solid" rather than "smooth"
The edgesplit modifier is a lifesaver though, and you are right about using sharpen from angles with care. I use it all the time on mechanical models.

by the way once more:
If you want smoothing groups like mentioned in the joan tutorial, for subsurfing purposes, choose crease in the ctrl+E menu rather than sharp, or set the crease in the transform property dialogue (N button) once you have a selection that needs creasing. There's a hotkey for interactive realtime crease too, but I can't recall it right now.



.... reread your post, you probably know all I just rambled allready.....
o well, good luck with the game, and keep blending!

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06-27-2008, 05:18 PM
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