View Full Version : Character: Anime - Erica from Sakura Wars

12 December 2003, 01:57 AM
After seeing Happousai's excellent work, it inspired me to do some work on christmas day (theres something very wrong with that!) to make this. Ive wanted to make a low poly character for ages, and Erica from sakura Taisen is one of my favourite designs ever.
Her coat is very early at the mo - ive gotta model the detail on it next. It could also use optimising a bit more too. The whole model stands at just over 4000 polys when triangulated. Its made in Maya.
Ive enclosed 2 of the reference images im using, so you can compare.

PS: - id be honoured if you would comment on this happousai!

Check out my site too! (

Ive taken my WIP posts offline to save space on my server.

Reference Pics:

12 December 2003, 08:19 AM
you have a lot of wasted polys, think of reduction and put more detail in the arms and other places with wringles

12 December 2003, 07:52 PM
Howdy y'all - chrimbo greetings n' all that!

Im pretty much done with the modelling now - Ive optimised it as much as i can for the look that i want, and combined and joined the seporate pieces to make 1 continuous mesh. I dont really want to optimise it any more, because she is meant to be a main character, and most Console and PC games these days have characters with much higher poly counts than this! Just look at soul Calibur2, Silent Hill 3 and Final Fantasy X as proof!
Ill hopefully get round to UV-ing it soon enough.


My Site (

12 December 2003, 02:00 AM
Nice solid job, maybe a few optimize a few rows of polys away but thats not essential :)

Good Job

12 December 2003, 02:25 AM
looks good but you couldsave lots of polys all around... especially the seams on the jacket's front part, and on the hands... those could easily be pulled off with texturing. also you could collapse the edges on the inside of the coat tails and lose a few of the edge loops to save a few more. also, if youre going to spend that many polys on the bangs, you should shape em up a bit.

12 December 2003, 04:20 PM
Ive finished UVing and texturing my model.
Its 1713 polys using quads, and 3049 polys when triangulated.
Ill post some more stuff if i manage to do anything decent with it once i rig it up.

Hope you like it!


Check out my site! (

12 December 2003, 04:37 PM
worked out great, looks a lot like the concept.. keep it up.

12 December 2003, 07:13 PM
Turned out great, no crits at all :)

iDio is Me
12 December 2003, 08:25 PM
That's great, one thing I noticed though...
In the 2D picture, I saw that the part of the hair that curls on her face starts under the rest of her hair... Take a closer look, It is a great model indeed!!! I am sorry, but I am a perfectionest, not a purist... A "jorb" well done (

12 December 2003, 04:23 PM

seems the head is a bit too narrow, and the hair is a bit too much (proportionwise: the height of the face compared to the height of the hair looks a little bit off)..
You're really close to hitting the nail with this model.. keep tweaking it a bit more!


Also.. when you use 100% selfilluminating maps, you should try to incorporate the shadow information in your maps... if you don't, then well don't.. ;)

12 December 2003, 11:53 PM
Thanks for the comments.

I agree with you Renzsu - the size of the head has been bugging me for a while now - Ive changed the model since then by tweaking the proportions of the head and the legs to make her look less 'stocky' and more like the reference. Ive optimised the shoulder pads too.
Not really much to show, until i get it rigged and posed.

Cos ive not had much low-poly experience, im curious to know how to approach the hands... It doesnt seem efficient to put 3 joints in each finger, so would it be practical to control the fingers with morphs for fist, point and trigger shapes?
Also, for maya folks, is smooth binding or rigid binding (with flexors) more practical for games?

12 December 2003, 12:27 AM
Now that you mention it, the fingers are a bit short compared to the rest of the hand.

Concerning your question, in Games you usually don't animate the hands at all, or if you do it is more or less only done with bones.

Hope that answered your question ;)

12 December 2003, 09:58 AM
I have no experience making characters for games, but what I do know is that the prince from Prince of Persia Sands of Time has fingers on the xbox, and has a joined fingers hand on ps2 / gamecube.

Dunno about animating them, I guess switching between several morph targets would work, many game stuff is too fast anyways to notice hands actually moving the fingers.

12 December 2003, 03:05 PM
I mean what animations do you want to make ?! While seeing a charakter in 3rd person you donīt recognize the hands very much. In any case there will be probably 2 hand positions : One holding the weapon, the other releasing it.

Finger animation bone by bone comes into play while animating 1st person models.

@Renzsu what does this have to do with the subjekt besides showing that the xbox is in your opinion faster than the ps2/cube.

12 December 2003, 09:55 PM
@Renzsu what does this have to do with the subjekt besides showing that the xbox is in your opinion faster than the ps2/cube.

Hm maybe I didn't make myself that clear, I meant to say that maybe 3 joints for every finger might be overdoing things a bit, since that level of detail won't be necessary in current consoles.. No console quality statements were intended.

12 December 2003, 10:51 PM
i just noticed, the hair above the bangs looks a little flat. mebbe push a vert or two to give it a little more shape?

01 January 2004, 01:44 AM
i actually found your post on regarding finger detail pretty intresting - its surprising that there are diff models for xbox and ps2 versions considering the amount of polys they can shift these days - ive noticed that games like soul calibur 2, MGS2 and silent hill 3 have detailed hands, whereas some dont and have the fingers as one shape.
Ive got it rigged and i should have some poses set up tomorrow.
Ill post them once i get over my forthcoming new year hangover!

Happy new year Y'all!

01 January 2004, 05:52 PM
Ive finished modelling, texturing, rigging, posing and rendering Erica. Here are some of the renders!

Ah well - on to the next project!

Thanks for all the feedback given so far!
hope you like it.

My website (

01 January 2004, 06:10 PM
Yeah, fighters are much more detailed because of the small environments.. most environments are pretty low poly so more detail can be put into the fighters.. prince of persia has pretty big environments so it has to have a less detailed character.

01 January 2004, 02:01 PM
Congrats on finnishing the model, looks like all the work paid off. Lets hope you keep on doing game stuff, for 1st low poly character its a fantastic effort.

Not sure if anyone else has thought this but after looking at the final model it reminds me a lot of Monliths very underrated game SHOGO: Mobile Armor Division. Not sure why anyone else hasnt noticed or maybe im on my own :-)

Anyway keep up work. Hehe and you really are turning some out lately!! Lets see some more game stuff from you.

01 January 2004, 02:55 AM
Nice! Looks great! The textures really brought it to life. No complaints here. Good job Rigging also.

01 January 2004, 05:04 PM
Perfect rendition! Nice job! ;)

01 January 2004, 09:12 PM
modle is looking good, but the texture bothers me a bit. the pants and boots look good, but the highlights on the hair and jacket are lacking saturation a bit too much. Try to make them more like the original color. Also the folds in the jacket look a bit too "painted on" (though they are... but still ^^). Try darkening the darkest portions and adding volume to the folds by having more of a gradient than just plain light and dark. I'm not much of an anime fan, but this is turning out nicely.

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