View Full Version : Character: Medieval Girl
11 November 2004, 08:31 PM
Are the proportions correctly chosen (length of arms, legs, breast,...)? I tried some modifications about it, but it's hard to tell for me if it is correct.
It's for an adventure game. She's the one the hero should fall in love to.
11 November 2004, 04:50 AM
Good start, but I think the legs are too short. You should look for reference photos on the internet of the body type you're shooting for. And the face needs more detail - eyebrows, colored lips, etc.
11 November 2004, 08:16 AM
http://stu.aii.edu/~alb424/AnimationWizard1.gifHi I hope this helps out a bit. First of all get rid of those awkward shoulders and give the lady some more neck. The torso area overall should be brought up some and breast should be slightly higher and more plump, in my drawing I drew the actual breast anatomy but with clothes which your character has, the breast area just needs to be more shapely instead of saggy. The legs in the front view should be slightly closer together clothing under the armpit has a bit too much sag to them making her appear old. Other than that her face is pretty good and I would leave it as it is, just add textures like earlier poster stated. Also the feet are slightly too big at the side view. Goodluck.
11 November 2004, 10:01 AM
@Cyborgguineapig: Thank you very much, I this'll help me alot :) - I guess this saved me at least an afternoon of try and error.
@Ramza24: About the face: Yes, I know. Unfortunatly, there is only a *very* limited amount of time. I am not sure if there is time to texture the characters at all :/ . The current model(s) is(are) only vertexcolored since this doesn't need any time at all but it adds some decent shadows. I think the more important step is to rig and animate the characters as they are and import them into the game.
11 November 2004, 02:00 PM
Ok, I tried to take your corrections into account and it looks like this right now:
I think it is really somewhat better. I also lengthed the skirt since a girl I asked told me it is too short :P - well, I have no idea about this, so I simply did it ;)
I also tried to do some very basic boning (no real skinning, this'll be done in Max I think), just to see if it is somewhat correct (I prefer this quite complex pose since it often shows mistakes in the anatomy) and I think it is quite ok:
Anything else to mention (except texturation problems that I am perfectly aware of that there is no time for this - the primary goal is to use the model as an interacting person in the game, not perfectly looking - if I come to this I will post this here ;) )?
Thanks in advance!
11 November 2004, 04:06 PM
The proportions that you have right now are more dwarfish/super deformed-cartoony
style. If you are aiming for that, then it's fine. Oh, and you might want to tweak the
elbow rig or add more divisions there, the folded arm looks a little weird. Next time, it
might be easier to model the character with palms down, and even in a downward V shape
not T shape to minimize stretching on the shoulders. Keep at it!
11 November 2004, 07:37 PM
@Ramza24: The legs are now a little bit longer (but not as long as you suggested ;) ) - It'll be a cartoonlike style and I am pretty content how she looks like right now (more detail would be nice in deed, but is not necessary).
You are also right about the mesh divisions for the elbows: it is much too simple for correct boning - I have to find out now how to do it right for boning. But well, other work has to be done first right now, so I won't change this any more for the next days. Maybe when I am starting to set up some basic animations and if I have problems with the mesh.
The other three characters I have made must now be corrected too.
01 January 2006, 01:00 AM
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