View Full Version : The Knight Huntress
Leeesaw 07-14-2008, 07:26 PM My name is Lisa and I am a student at the Art Institute of Vancouver. This is one of my pieces for my demo reel that I will be graduating with in the fall. Feedback and critque would be much appreciated.
This character is from medival times. She blames the knights for both her parents death and for the corruption of their society and is intent on making them extinct. She is fearless and vicous. Her armor was aquired from various knights she killed.
The concept is still being refined. Suggestions would be great.
http://i307.photobucket.com/albums/nn311/leeeesaw/warriorness009.jpg
http://i307.photobucket.com/albums/nn311/leeeesaw/warriorness010.jpg
http://i307.photobucket.com/albums/nn311/leeeesaw/warriorness011.jpg
http://i307.photobucket.com/albums/nn311/leeeesaw/warriorness016.jpg
Here is her face.
http://i307.photobucket.com/albums/nn311/leeeesaw/KH_facemesh3.jpg
http://i307.photobucket.com/albums/nn311/leeeesaw/KH_facemesh2.jpg
http://i307.photobucket.com/albums/nn311/leeeesaw/KH_facemesh1.jpg
http://i307.photobucket.com/albums/nn311/leeeesaw/KH_facemesh4.jpg
Snailwoman:
http://forums.cgsociety.org/showthread.php?f=39&t=656458
Fat Tatooed Man:
http://forums.cgsociety.org/showthread.php?p=5303237#post5303237
| |
samgriffiths
07-14-2008, 07:52 PM
Welcome to CGSOCIETY.
Concept looks good and proportions seem good.
Overall this is a nice start I believe, I also like how you gave the character a back-story.
What kind of polycount will you be hoping to achieve with this?
This will be interesting.
Leeesaw
07-15-2008, 01:19 AM
I hoping to have the body be roughly around 8000 (without any armor). Since I havent done a character like this yet Im not too sure how many polys will be needed for the armor. Since This is my high poly piece i might as well give the armor 5000-8000 polys.
Leeesaw
07-15-2008, 07:20 AM
Here is the body:
Poly Count: 8140
(the sunglasses were just for kicks they aren't for this character)
http://i307.photobucket.com/albums/nn311/leeeesaw/KH_bodymesh3.jpg
http://i307.photobucket.com/albums/nn311/leeeesaw/KH_bodymesh5.jpg
Heres my first attempt at low poly feet. I didn't try very hard to make them good because I know im going to replace them with boots.
http://i307.photobucket.com/albums/nn311/leeeesaw/KH_bodymesh6.jpg
samgriffiths
07-15-2008, 08:14 AM
Could you do a close-up shot of the hand?
Looking good so far.
Leeesaw
07-15-2008, 09:38 PM
Heres the Hand close up:
http://i307.photobucket.com/albums/nn311/leeeesaw/KH_hand1.jpg
http://i307.photobucket.com/albums/nn311/leeeesaw/KH_hand2.jpg
CountSmackula
07-18-2008, 05:29 AM
The base is definitely there. There are a few proportion issues you should consider before you move forward; I think if you address them, you'll save yourself a lot of trouble/headaches as you really start pouring work into this character.
::FACE::
Nose - just comparing your mesh to your profile reference, the tip of the nose need to be brought down a smidgen. Add a bit of mass to the bottom of the tip of the nose and along the septum to where it meets the upper lip.
Cheeks - if you're really out to match your reference, reduce and flatten her upper cheek bones, especially in the front of the face. The woman in the reference has very low cheekbones, and they are actually a bit sunken in around the center of the jowls. Your mesh has fairly round, high cheekbones. It looks proportional to a human face, but it doesn't match the reference (it doesn't need to though).
::TORSO::
Overall - she's looking a bit mannish, and the main contributing factor is that her shoulders are fairly bulky and muscular (with a lot of mass at the top of her deltoids) while her hips and backside are disproportionally narrow. A woman's center of mass is in her hips, and it's the defining feature that will affect her when she's in a pose, walking, and especially crouching (armored or unarmored). Though your mesh isn't at Nicole-Bass-land yet, it definitely leans more towards a masculine set of proportions rather than a strikingly feminine one.
Shoulders & Arms - judging from your concept art, I'd reduce the mass in her delts, the top of her forearms, and adjust the mass of the biceps to match any adjustments you make to the two prior components.
Lats & Ribcage - her lats arre pretty big, and they're a big culprit in masculinizing your mesh. Also, her ribcage seem wider than her hips. Stand up and compare the breadth and width of your own ribcage to your own hips, and you'll notice that they should be relatively even in mass with your hips tending to be a bit wider.
Thighs & Hips - her hips need more lateral mass to match the weight of her shoulders and her ribcage. You could probably get away by just beefing up her hips and posterior without touching her shoulders or ribcage, but it won't match your concept.
Hands & Feet - The hands are looking good. In a move to reduce your polycount and make your life a lot easier when it comes to texture, rig, bind & pose this character, you might consider welding her middle, ring and pinky fingers together leaving the thumb and index finger free to crook independently. An 8000 count gives you a lot of room to work with, but you'll be suprised how many triangles hands can eat up. Her toes could probably be completely fused together. If this character is for a game, think about how rarely you ever see an in-game character utilize every finger; 99% of the game, your character will be holding a weapon or punching someone in the face with a closed fist ;)
Leeesaw
07-19-2008, 07:56 AM
Thanks for the feedback. Im definately going to rework this character a bit more (especially all the anatomy problems and gender issues.) Plus, I think I will end up removing her feet and replace them with her boots.
Stay Tuned :)
CountSmackula
07-19-2008, 08:21 PM
Keep at it! Character projects can get kind of complicated, but it's all about learning! My first character project definitely did not turn out the way I had intended it to, and a big contributing factor to that was that I didn't solicit enough hard feedback. By the time I finished it, I was burnt out with the project and didn't want to look at it again.
Leeesaw
07-22-2008, 09:58 AM
Ok so i made some changes to her body. Her body's poly count is now at 8672.
http://i307.photobucket.com/albums/nn311/leeeesaw/KH_bodymesh7.jpg
I'm making the armor separate from the model so that i can show the model with armor and without armor in my demo reel.
Here is what i have blocked out of the armor so far. I still haven't done the arms, one of the legs and i cant seem to create a good breastplate. I'm not very happy with it so please make some suggestions for different things i can try.
http://i307.photobucket.com/albums/nn311/leeeesaw/KH_armormesh2.jpg
http://i307.photobucket.com/albums/nn311/leeeesaw/KH_armormesh4.jpg
http://i307.photobucket.com/albums/nn311/leeeesaw/KH_armormesh1.jpg
The giant's skull helmet
http://i307.photobucket.com/albums/nn311/leeeesaw/Skullmesh.jpg
wkornf
07-23-2008, 09:20 PM
looking good, but heres some comments.
her forearm tapers fast resulting in a very thin wrist.
and theres something wierd with her head proportions, or it could be the long neck. her head makes her look 7 ft tall. her knees maybe a little to small resulting in what looks like a 2 part leg
overall the armor is looking pretty generic and fluffy. your original concept showed much more feminie silhouettes, now she is loosing her womanly form. it would be cool to see those bones cling to her like a scuba suit maybe to tight, sounds pretty sexy thinking about it.
her current armor hides her curved hips and makes her boxy, bring back out her hips shape and tighten up the armor so it isnt so fluffy.
great work, cant wait for update.
Leeesaw
08-03-2008, 10:27 PM
Can someone please go over my mesh flow in these areas? I am keep attemting to fix it and end up where i began again.
http://i307.photobucket.com/albums/nn311/leeeesaw/stomach.jpg
http://i307.photobucket.com/albums/nn311/leeeesaw/hip.jpg
Leeesaw
08-04-2008, 01:04 AM
Another attempt: better or worse?
http://i307.photobucket.com/albums/nn311/leeeesaw/stomach2.jpg
http://i307.photobucket.com/albums/nn311/leeeesaw/hips2.jpg
Spex84
08-04-2008, 01:56 AM
Looking good, I second all the crits so far.
One thing I noticed on the concept, and it has been carried into the model, is that the giant's jaw bone is very narrow. Generally creatures with heavy jaws and large teeth have wide flanges where the jaw muscles attach, both at the jaw and the top of the skull, as in this gorilla skull:
http://scienceblogs.com/afarensis/upload/2006/08/gorilla%203.jpg
Leeesaw
08-05-2008, 01:51 AM
Heres what the body looks like now, I shortened the torso up a little, pushed her shoulders in and brought her hips out.
http://i307.photobucket.com/albums/nn311/leeeesaw/KH_bodymesh10.jpg
More armor coming soon.
CGTalk Moderation
08-05-2008, 01:51 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2009, Jelsoft Enterprises Ltd.