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?
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?
