View Full Version : character: Lowpoly woman
02 February 2004, 12:29 PM
well, she has 474 tris and one 512*512 texture map.
02 February 2004, 06:47 PM
We need to see wires.
02 February 2004, 07:00 PM
here are the wires:
02 February 2004, 12:30 AM
Perhaps split the cheek and give it some volume. The textures need more varied color, it's very flat. Good job keeping the count low, but if your goal was 1000, you can shape her more. Hope this is helpful.
02 February 2004, 09:19 AM
Keep in mind you have to triangulate the mesh to get the proper polycount back from the Polycounter utility. Judging by the screenshot that hasn't been done.
The mesh looks pretty good, quite the dandy lowpoly and yet you've managed to capture the female body. She's not.. the most sexy little kitten neccessairly, but clearly female, and clearly out to get something done. Action-style.
The texture is pretty simplistic looking, but works nicely. I think the jeans is the weakest part though, it comes off as essentially pure blue.
02 February 2004, 10:58 AM
Thanks for the replys!
@gagge: the polycount is right because Im using a script for that. :)
I think the texture needs much more work, but at the moment Im trying to animate it for warcraft.
02 February 2004, 11:34 AM
Nice job with such a low poly count. You might wanna soften the eyebrowline a bit and round it out more. She looks a bit like a monkey with those brows.
You need some sharp lines on your texture to define her shapes better.
02 February 2004, 06:09 PM
this looks really cool, but i really dislike the use of mirrored textures...i would suggest giving the character more personality by doing something subtle like making the face texture not perfectly symmetrical and adding some kind of markings to the pants and skin which identifies the left from the right. Something like a scar on the face, or dimple, and maybe a tear in the pant or even a scuff mark to one side.
Im sure you can squeeze everything into your working area for your map if you are selective with which area you choose to be more non-symmetrical. Maybe just the face + arms you can give a unique touch to, this way your not running low on space in your map.
As it is now, it really cool to see how good you got it to look at such a low poly level, but there is little need for the textures to be symmetrical aswell to the geometry.
02 February 2004, 06:57 AM
great use of polys there man.. i have to agree that you captured the female body pretty well .. however.. i seem to have a problem with her neck .. it just seems a bit too big.. maybe if you made it a bit smaller it would give a better impression of the female species. :)
and about the polys for the bends.. the feet seems to be fine . but the elbows looks like it could use a bit more poly . perhaps if you made the bends exactly like the knee would help.. it could be just me though..
anyways . overall pretty good low poly character..
01 January 2006, 01:00 PM
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