LC #42 Pipers Alley

View Full Version : Game Art Comp 6: Zhao Wei / So Close

03-16-2004, 12:27 AM
Check her out:


03-16-2004, 05:38 AM
She looks familiar... was she in shaolin soccer?

03-16-2004, 05:44 AM
Iono but she's kinda hott :). Should be interesting if you can pull of an attractive character in a game model.

03-21-2004, 05:57 AM
Yeah, that was her in Shaolin Soccer. Come to think of it, that movie would make great reference, with Vicki being bald and all. Hmm...

Anyway here's my progress and reference material. She is at ~2760 triangles.
Face Landmarks

03-21-2004, 07:40 AM
Crotch looks a little wide, and her breasts seem a smidge...mmm spherical, especially for a waifish asian woman! The legs and arms also seem the tiniest bit too thin, especially the thighs. The upper lip seems a little overdefined, while the lower lip could use some of that powerful poutiness you see in your ref pics. A good start, but keep tweaking!

PS - what is making the sweater/coat hug her body? It looks a little strange as it is.

03-21-2004, 12:07 PM
Great choice of character. Strangely enough, a frined of mine lent me the DVD this weekend.

Looks pretty good.... crotch could be a bit lower...... seems a bit high with relation to the hips....

03-23-2004, 10:00 AM
An update. Doesn't look like much, but I made several tweak passes on her. Also did a test rig, with bones for facial animation. 4,500 tri's is a lot to work with.

03-23-2004, 10:18 AM
She's very cute :) I cannot wait textured face & hair :)

03-23-2004, 10:31 AM
Thats a very goodlooking mesh. the proportions are really good. Its hard to see wether she looks like Zhao Wei, but Im sure youll get there.

03-23-2004, 12:04 PM
Very nice looking mesh, looks very clean. Could we perhaps get a close-up of the face, maybe?

The crotch area still looks a bit high, I think, she doesn't look to have much hip area, or it's just my imagination. :)

03-24-2004, 12:22 AM
er, okay here's a head shot. it's not really presentation ready yet, i know it doesn't look much like her. i thought i'd block out the whole model first and save the tweaking for later.

excuse the bad picture quality. i made the image asking for advice on building hair, and wanted to keep the file size down. so...any tips on building a base for hair, and how to connect it to the head? are open meshes ok? can anyone show me samples?? :D

03-25-2004, 06:38 PM
If you use alpha masking, you can make it work, just keep the contrast bumped up. Bad alpha looks bad.

Geometry-wise, you might try building a mass of hair for each side of the head, with extrusions for the draping hair that deforms more. It should attatch at the part in the hair.

03-27-2004, 10:05 AM

Rigged her up, started unwrapping, now I'm working on the weights. Made the mistake of not placing joints around her nose for a sneer. Is there any way I can still get them in, without re-weighting? Wow, think I botched's one thing modeling a person's likeness, it's a totally different issue keeping that likeness with the face in motion.

Her hair is still a bit blocky at the moment, all I did was max out the poly budget. Tweaking comes next. Thanks for the tips Lekku, gave me a pretty clear idea what to do.

03-28-2004, 12:24 AM
Hey!, great job so far.

Crits: The arms seem unfinished, there is no taper in the sleeve, with smaller women the wrist is very tiny, also the sleeve seems just kinda like an overall cylander shape.

He hips are hidden, and I really can't tell where they lie with the overshirt, if you know for sure, then disregard my comment, but they are a huge part of the human shape.

Nitpick: The eyes look a tad big.

I like your animation test, are you using a bone setup and/or blendshape for that?

03-28-2004, 10:32 AM
Yeah, I must admit good job on the model so far. What kinda confuses me is that she wears different clothes and not this white dress as in the reference picture. Ignore me if this has already been answered, but I think these clothes maybe look a little bit too "ordinary". Also her hair is a little bit too short. But as you said it is still work in progress ;) Definitely nice work so far!

03-28-2004, 09:11 PM
I certainly like where this is going. The face is really beautiful.

I think the legs look a bit tall for a normal human, and the hands need more work, they seem to suffer from the box-with-extruded-fingers syndrom.

The neck looks a bit tall too. Any reason for not building the neck tendons into the geometry? Kind of makes the neck look a bit bloated.

I think it's a good idea that you've weighted her before UV:ing/painting (you gave me that advice once) - low-poly geometry is very deformation-dependent and it's good to be able to see different poses while you paint. Regarding the re-weighting - have you checked out my weight exporter/importer (aeSkinWeightsTransfer at highend or my site)? Or maybe you're not using Maya?

Anyway, good luck, eagerly awaiting updates.

03-29-2004, 09:00 AM
great choice & nice model work

i like wei wei(nick name?) ~ :)

i love the head model

really can't wait to see it textured

04-06-2004, 09:44 AM
all those hours of texturing made me learn one thing...i can't texture.

04-06-2004, 11:07 AM
Don't be so shy, it looks very good - I know many commercial games with main characters not as good as yours, maybe that red colour on the skin should be toned down...

04-06-2004, 12:33 PM
Thats a real excellent model. I think she looks a lot like Zhao!

Though the texture needs more work, I wouldnt change the face. Its really good.

What Ive seen from the actress she comes across as being slightly slimmer compared to your model. Great job nevertheless

04-06-2004, 03:14 PM
thats also a problem with makin game characters of real people, if its a chick, a key is usually to make them a little bit skinnier, add a little more hot to them. and for guys usualy making them a little more broad, and superlike, not enough to be like.... ummm that doesn't look real, but more of something to make the character seem more heroic, or hot.
just my 2 sents, models really nice. rock on the textures, don't be afraid of using some overlays to get some good textures in there.

04-06-2004, 06:15 PM
Great texture so far. Maybe the clavicles could be seperated a little more. The face looks good!

04-06-2004, 09:03 PM
Wow, really nice work man!

If you make a really good texture the model will be so great!

04-07-2004, 07:46 PM
thanks for the tips...ugh white cloth is a hell of a texture job. anyone ever try something similar? still can't get the alpha to show up in maya's viewports though, so the hair's looking blocky..

04-10-2004, 06:34 PM
Damn... looking good.... textures look good to me.....

The only thing that I see as needing a bit more work is the pants. How about adding a subtle base fabric material over/under the creasing. It should remove the satrkness of the white.

Oh and the face seems a bit green in comparison to the rest of the skin.

Keep it up........ :applause:

CGTalk Moderation
01-17-2006, 06:00 PM
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.