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Dhin
10-03-2003, 04:57 PM
I'm just looking for advice. So feel free to be brutally honest. I'm not getting much help in the 'game art' section so I though I'd move over here and see if I could generate a few crits to help me out. (if you want to view the original thread it's here (http://www.cgtalk.com/showthread.php?s=&threadid=91850), but give coments in this thread please.)

UPDATED IMAGES BELOW
Image1 (http://www.angelfire.com/id/Dhin/Textfiles/RuneSinger/head_wip.txt)
Image2 (http://www.angelfire.com/id/Dhin/Textfiles/RuneSinger/headWire_wip.txt)

The character is meant to be stylized, so stuff like it doesn't look real, isn't going to help me much. I'm going for a slightly anime look. so start there. So far the head with all parts is around 1200 polies. I need advice on areas to drop polies if you can see them. Also any thing you can give me to improve the model would be good as well.

Thanks

clockwerkz
10-03-2003, 05:52 PM
Something's going on there in the forehead/nose region.. It looks like there's a dent in the middle of the forehead from the side view. Round that out some. Check the bridge of the nose, too. What are you using for references? Can you post them?

The model is coming out well.


cW

Dhin
10-03-2003, 05:56 PM
Just eyeballing it right now. I have acouple of rough skecth, but I haven't scanned them. Though I'll need to when I start on the body.

I'll port those when I scan 'em in.

Dhin
10-04-2003, 02:23 AM
I've been refinning even more, Making it look more anime than before. I made the eyes larger and fixed the area around the nose alittle more.

http://www.angelfire.com/id/Dhin/Textfiles/RuneSinger/Anime_wip.txt

Should I keep going this way or just go back to what I had before. Tri count is 1230 but I may just increase my limit alittle instead of worry too much about it.

Rhid1en
10-07-2003, 07:21 PM
I think one of the things that you should work further on would be the eyebrow ridge, either bring it down or move the eyes up. Right now there is way to much space beween the two, but in your stylized idea, if that's the way you want it, I'd at least make it not so pronounced then, at least where the nose region connects, I'd also pull out some of the verts on the outside areas of the eyesocket to smooth the whole eyebrow region out more.. as far as dropping poly count, are there any poly's hiding under that hair? The ears would be the next to start dropping, there's a lot in there, don't need that high res of ears. I'm also seeing places in the hair and face where you could get away with colapsing some edges, but guess it depends too on what you're using it for and what you're willing to settle with...some of the details you've got could be created more efficiently via your text map

BiTMAP
10-08-2003, 01:28 AM
you seem to have shadeing errors, it may need more polys. Also the Eyes seem to be too far apart. other then that its lookin pretty good :D

polyester
10-11-2003, 09:52 PM
What software are you using here?

Is there any particular reason you're modeling with triangles?
I know for a lot of game engines you have to have triangles. I dunno if this would help, in fact I could be way off base; but if it's possible, you could try modeling with 4-sided polys and then triangulate before you export. This might help you keep a lower count and an overall neater topology. I've done this before and it seemed to work well.

- poly

katon
10-12-2003, 12:53 PM
Cool looking model, To drop your poly count, i dont think you need all those polys on here ear, it seams like you have alot extra, make the ear very basic and texture the details. Also It looks like you model the holes for her nostrils, i would say dont do that, IMO, and just texture them when you get to that, and that should save you some, and i can tell if any are under her haor but if so kill those as well. Great looking so far though, keep it up. Peace

Katon

Dhin
10-12-2003, 07:57 PM
Thanks for the coments. I've been refining more over the last week but don't have very much to show for it. I've actuall been working on my character sketchs more than the model, and I've decided against the Hair style that I'd modeled. So that is changing right now. I've also be removed the nostral (I noticed that it was abit of a waiste earlier this week but It is nice to know that I wasn't mistaken about that.) and I'm cutting down the detail in the ears. I think that you guys are right about that.

In answer to polyester's questions about software. I'm using Max 5.1, it's a editable poly and the triangle are are due to the "turn to poly' modifier that I've set to keep all the poligons 3 sided. I actualy edit it as quads. (The triangle are in th ewireframes as just to help spot problem areas mainly.)

katon
10-12-2003, 09:09 PM
Sounds like you are on the right track now. I was looking at it again and i noticed something, since she has big eyes and i guess eve if she didnt, then in the side view trhe eyes look to flat i think, Mabe try to pull out some of the verticies you already have a round it out a bit, especialy since you are oging for an anime look. Anyways keep it up. peace

Katon

Dhin
10-13-2003, 12:10 PM
Here is the front view for my character sheet. Just to give a bit of idea on what I've been up to and how she should look.

link (http://www.angelfire.com/id/Dhin/Textfiles/RuneSinger/MM_WSC_Dolly_con.txt)

I'm still not done, but I'm getting closer. The bottom half of the costum isn't finished so I left it out for now.

Clockwork
10-14-2003, 04:03 AM
I really like this character, But I think almost all of us are professional enough here that you don't have to go bastardizing your images with watermarks, Let's see it how it is. No Distractions.

Dhin
10-14-2003, 07:23 AM
Sorry, but once bitten. . . you know the rest.

I've had work stolen and paraded as some one else's before. So I'm sometimes a bit too, umm, hesitant about letting things out without some kind of mark of ownership.

WIPs aren't as important to me since I still have the model, but concept work is just out there to be stolen easily, so watermark those.

Is a less intrusive watermark like this more aceptable?
character form no costume (http://www.angelfire.com/id/Dhin/Textfiles/RuneSinger/CS_Dolly.txt)

empty thought
10-14-2003, 01:33 PM
the cheekbones and legs arent right, try fineart.sk, they have some good anime references u might want to look at

Dhin
10-14-2003, 08:35 PM
Personally I'm not a fan of fineart.sk. The site does have a large anime section but the quality is poor at best, and is only good for copying characters not designing them. I've been using three actual anime drawing sites to help me. If you're interested they are:


Polykarbon: Anime Tutorials (http://www.polykarbon.com/tutorials/) - very good site on the basics of animie drawing using digital media
HOW TO DRAW MANGA: Offical Site (http://www.howtodrawmanga.com/tutorial/tutorial.html) - if you learned mange style art they made the books you probably used to learn it. This again is just the basics but helpful, I found the hair section to be very helpful.
The Nameless Page (http://www.thenamelesspage.com/learndrawa.html) - excellent information here I've found it very helpful.


As for the the head, in the concept it is just a place holder, and for my work on figuring out a hair style I want. The head model isn't going to change too much more.

As far as my legs go my problem is around the knees, I'm working on that.

Dhin
12-16-2003, 09:06 AM
I haven't been posting updates on this model as much as I'd like lately, mainly because I've had no time to do any work on it. But I thought I would just give a little character sheet update, since the model still needs a lot more work before it will be ready for crits.

nothing interesting (http://www.angelfire.com/id/Dhin/Textfiles/RuneSinger/Dolly_CSF.txt)

any suggestions . . . (and I left the watermark out this time, :P)

Dhin
01-08-2004, 02:40 PM
This of this as a jurnal update.

I'll be actually getting back into full swing with this model and my other Mad Mages to go with it next week hopefully. I think I'm going to say away from compotions for a bit and actually try to finish up my personal projects first.

Character Sheet (http://www.angelfire.com/id/Dhin/Textfiles/RuneSinger/RuneSinger_CS.txt)

I still don't know what to do for the hair style. If any one has suggestion I'd love to hear them. I'v complete change the hair on the head model (taken it off, not actually modeled more yet.)

Plus should I leave the legs bare or dress them up some how? I'm not sure on that, though I like the side view of the boots and want to keep them visable regaurdless of leggings. Maybe I'll do more fabric things around the legs, I'm really not sure where to go with it.

GARA
01-08-2004, 06:31 PM
the hair style will depend on the type of character your wishing to go for?

Glamour? then curls and loose going...
fighter? then tied up, if shes oriental then maybe a few large pins holding the throw.

Unraveled
01-08-2004, 06:33 PM
One comment on the design aspect. The face you have modeled looks to belong to a girl signifigantly younger than the body in your concept drawings. I don't think its just the hair giving that impressin either. I would suggest trimming a little off the cheeks, to lose that "baby fat" look, and bringing out the cheek bones a little more.
Another option would be to make your model a little shorter, and thinner. Bring the body age down to meet the face.

As far as the legs go, I would leave them bare. I would be inclined put a little something under that loincloth section though.

Looks good so far. Is there a final destination for this piece: a game engine or animation by chance?

Dhin
01-09-2004, 09:16 AM
This is my idea on what to add to the legs. But I'm not sure if it really fits.

http://www.angelfire.com/id/Dhin/Textfiles/RuneSinger/RuneSinger_Leggings.txt

This bit on the legs is really just a quick sketch and not exactly how I plan. I actually want it to look like the cloth cross under near the front of loincloth. I'll need to play more with it.

For the hair it want to avoid the pinned bun thing. I've drawn some of my inspiration for the costume from many places but Chun Li from the Street Fighter games actually had a lot of influence on the design (that my not be quiet as obvious and I think it is though.) So I just thought the buns in the hair, (even if it is one bun in the back) would be too much like Chun Li. That said I've been thinking chin length hair with shoulder length bangs. I'm not to sure on this though.

Thanks for point that out about the face, Unraveled. I hadn't really though about it looking too young, but I think you my be right, so I'll work on that.

As for the final destination, it will be a little of both. I'm thinking of putting it into Unreal. But not exactly for game play. If you've heard of Machinima this will make sense. If not look it up of a detailed explanation, but basically it involves using real-time engines to make movies. Kind of like in game cut-scenes except longer.

Dhin
01-13-2004, 10:36 AM
Hair test.
http://www.angelfire.com/id/Dhin/Textfiles/RuneSinger/Face_Hair.txt

Tell me what you think of this hair style. I think this is really close to what I want. But I'd like a little input as well.

Dhin
01-20-2004, 09:53 PM
I have some problem areas. Like the back of the knees. But any advice on any of it is very impotant to me. I'm trying to improve my technique so be brutal if you need to be. Any flaws you see please point them out keeping in mind the previously posted character sheets (http://www.angelfire.com/id/Dhin/Textfiles/RuneSinger/CS_Dolly.txt).
Solid:
http://www.angelfire.com/id/Dhin/Textfiles/RuneSinger/Karasu_S.txt
Wire:
http://www.angelfire.com/id/Dhin/Textfiles/RuneSinger/Karasu_W.txt

Tri count is ~2400

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