View Full Version : post apocalyptic girl (character)

11 November 2004, 02:10 AM
Got sick of fiddling with textures, so I started another character, as a tool of procrastination.

concept: (

Model thus far: ( ( ( (

It's supposed to be stylized, but if any really serious misproportionings (except the pelvic bone, which I'm aware of) jump out at you, please point them out.

As always, any and all crits solicited.

11 November 2004, 01:17 PM
What really jumps out at me is the really long neck and elongated head. Other then that it seems to be going in the right direction. :)

11 November 2004, 01:49 PM
Yeah, the neck is the only thing that stands out to me too. Gotta love the caption on the gun, though! :p

11 November 2004, 07:40 PM
gagh- how could I have missed that before?

quick fix: ( (

that better? over or undercompensated?

Also, because I forgot to mention it before, I'm up to 2282 tris. I'm expecting to spend another two-four hundred on the hair, and that again on the prosthetic leg. With another 200 for the gun, I'll be somewhere around 3000 tris- not a bad budget, methinks.

11 November 2004, 04:54 AM
Nice start. This is totally up to you, but if you want her to look more feminine the chin should probably be more rounded/pointed and not as blocky. Oh, and her upper arm looks too skinny, unless you're intentionally going for the emaciated look.

11 November 2004, 05:59 AM
is face is to flate..looking like she crashed on a wall..give it some curve!!!..end the rest seems good for now are you going to texture it?? can i see a version with a mesh smoot to 0..ore some smooting group can be more interesting to watch and closer to a final touche!!

11 November 2004, 05:59 AM
Hum. That is too thin, isn't it?

quick fix: (

again- is this too far? not far enough? I'm not looking for emaciated, but I'm not looking for beefy either. More . . . wirey, I think is the right word. Like an acrobat.

And as for the chin- is this any better? (

thanks all for the crits- exactly what I need.

11 November 2004, 06:04 AM
yea shes looking anorexique try a fdd can doo a good job for your body!!and its faster...than going vertex to vertex!!..but its starting looking beter...dont stop!!

11 November 2004, 06:08 AM
Sorry, but that went right by me.
FDD box? Elaborate.
This would probably be a good time to mention that I'm using Maya 4.

11 November 2004, 03:06 AM
sorry i cant iknow max beter.. but i know maya a litle bite.....i work on it like a month..but i dont remanber how to do someting like a fdd i remember corectly its in animation...and someting .....harg dont know so sorry i cant help....dont like maya...max7 rule de 3d world...(i tink^^)sorry i realy cant be of any help!!

ps:its not fdd is ffd form deformer..(if it can help..) sorry!!

11 November 2004, 05:07 AM

I've tweaked the face- hopefully that eliminates any incipient flatness (

Tried to fatten her up some- i'm having some trouble with this- the strong pelvic bone is one of my favorite bits of this character, but it also contributes the most to the 'severely underfed' look. suggestions? (

Some closer looks at the prosthetic leg: ( (

And the gun thus far: (
The lower barrel of the concept was scrapped in favour of a second handle- more practical, with a weapon this heavy.

edit: forgot to mention: The character's now up to 2700 tris, and the gun's 260.

12 December 2004, 06:20 AM
Update: hair!

dunno how well this is gonna work in the end, but I've got high hopes. Never done hair very well before ( ( (

as you can see, I've got some spikey tufts around and on top to define the silhouette, and two layers covering the middle to take a less extreme hair texture.

Is there anything intrinsically wrong with my approach? I'm sailing blind here, so any advice is greatly appreciated. Also, crits- keep 'em comin'!

12 December 2004, 06:10 PM
update- general modeling.

It's up to 3600 tris now. ( ( ( ( (

as always, any and all crits solicited

12 December 2004, 06:54 PM
yea shes looking anorexique try a fdd can doo a good job for your body!!and its faster...than going vertex to vertex!!..but its starting looking beter...dont stop!!
In Maya, they are called LATTICES, and they are quite helpful in making adjustments to proportions without going in there and moving vert after vert. Basically, put a Lattice around the area you want to tweak(adjust the latice properties to give you more or less lattice points) and move the lattice points to "deform" the mesh to the desired state. Then, select the mesh and "delete history" and the lattice will dissapear, leaving you with the new tweaked mesh.

These tools are CRUCIAL is my workflow, as often times, I need to adjust the proportions of a dense mesh.

Looking reallly good. You have nice modeling skills. I would recommend putting in some temperary smoothing normals in there, just to get an idea of how the shape will read. Max has the advantage when it comes to Normals(they have smoothing groups which work better, IMO). Select certain faces of the mesh you want in one group, goto EDIT POLYGONS>NORMALS>AVERAGE NORMALS or use the SOFTEN/HARDEN NORMALS.
You can also "reset" all normals by selecting SET TO FACE.

I find normal adjustments in MAYA to be a little bit tricky(mainly because Maya lets you get away with making all kinds of illegal polys) but it really helps the model look better.

Hope this helps you a little,

12 December 2004, 12:44 AM
Been a while since I've touched this, but I'm starting up again. No major changes to the body- just some rounding out here and there. And weaponry- there's weaponry now. ( (

She's up to 4708 tris, and I think that that's jsut about as far as the modeling's gonna go.

Next, textures!

01 January 2005, 09:32 PM
This is coming out of the attic again- exams are done and I can get some work done. woo!

anyways, texturing- It's all uv'd onto two 512 maps, and I'm slogging through the first one. ( ( (

The colours are quite a bit brighter at the moment, but I plan to darken and desaturate the clothing somewhat, and to tint the skin, once the map is more or less done.

Crits? Suggestions?

01 January 2005, 10:23 PM
in general your skin has what its needs, but i suggest taking swatches of pink and light light brown/beige and tone the skin in differnt areas. Right now the skin is very matte with not much color variation. Looking good though, no crits on the skin other then color variations.


Chris. F.
01 January 2005, 12:19 AM
take a look at the unreal tournament's textuxe, too look at the colors they use for the skin.

nice concept, nice chars, but work more at the texture :thumbsup:

01 January 2005, 03:13 PM
Cool, you've got the flats done. You're one step closer. hehe.

Yeah, color variation is tricky with the skin. A really quick way to do this is to make a duplicate of the .psd file, render clouds in the RGB channel, select the rainbow swirl you end up with in the RGB channel(select all), copy, then paste it into a new layer in your original .psd as an OVERLAY or COLOR layer and adjust the opacity. Voila, instant skin color variation!

You can thank the Poopster for that one.


02 February 2005, 07:02 PM
Texture update
Tinted the skin, finished off other stuff. ( ( (

Any suggestions / crits? Texturing is my weakest, so everything is appreciated.
Any suggestions about how to make that metal stump look less like stone?
I'm probably gonna tweak colours- particularly the blues, but I think that jsut about does it for this map. On to the next one!

02 February 2005, 08:19 PM
Nice to see you're still working hard on this. The primary color scheme doesn't really bug me too much but I would definately adjust saturation in a lot of areas.

Here's a tip, use PHOTOSHOP'S "SPONGE" tool and go into the dark areas and sponge up some of the saturation(make is less saturated). Generally, materials in the dark are less saturated and more saturated in the light. So, you'd want to lessen some of that saturation where the shadows of the folds and such are. Also, you can experiment with some "bounced" light. For example, seeing that Yellow is so strong on her boot, some of that color should appear on the blue spots. Just go in there with an add color variation. Right now it looks too "construction paper" colorish.

Keep posting updates, though. I like the concept.


02 February 2005, 12:45 AM
Desaturated in the shadows some, and added a great deal of generalized filth and scruffiness. I'll probably desaturate the shadows in the arms some more, though- starting to look bruised, or rug-burned, or something. ( ( (

As always, any and all comments appreciated.

02 February 2005, 01:42 AM

I think you have an interesting concept going on there. Reminds me of something out of final fantasy. Looks like the texutre is coming along for you, I'll throw in my crit, see what you think. First, your skin texture looks somewhat too "peachy". In my opinion, you need to add more red tones in to the skin, make it feel alive! Another thing about skin is if it's a post apocalyptic environment she is living in, her surroundings are not going to be friendly, her skin will be bruised, scarred, scratched, burned.. you name it.

Also, not sure if you are planning on doing it in the future, but I would say that you need to desaturate the fabric colors. They seem somewhat too bright, jumping out at me. If you add patches, sewn tears, raggedy binds around torn fabric, it will bring her clothing alive. Hope some of this helps! keep it up!

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