View Full Version : Character - Rose

09 September 2005, 08:34 AM
EDIT: see my latest post for an update on the texture WIP

(Hi all :) This is my third or so character that I will be finishing (first two were undead monster type people, this one is a player model) I'm not quite finished with the modeling, but its at a good point to get some crits before I move on to texturing ;)

*Edit* Here is a shaded render with fixed proportions in the lower torso area.(everything else is the same)

here she is shaded

and here is a wire

crits and tips and stuff would be appreciated!

09 September 2005, 09:17 AM
Ok, as a female, I never thought I'd say this, but I think she could do with bigger breasts (not outrageously huge, just a little bit bigger).

Second, she has strange bulges at the sides of her ribcage *see image* that I don't think should be there.

[img=] (

Third, her arms look a little bit skinny and shapeless (maybe you could try detaching them and working on them seperately or hiding the rest of the model while you work on them *that's what always works for me*).

And last, I'm not too sure about the heels of her boots, they look like spikes, maybe you could thicken and 'blocky' them up a bit.

Everything else looks fine. Good job!

09 September 2005, 10:10 AM
pesky: here is a pic of the her with changes based on your feedback :)(thanks) I made the ribs less bulgy(not to the extent you had drawn but still more realistic.) I widened out the bottoms of her heels so they didn't look so spiky, and I upped her bust a little bit

09 September 2005, 11:19 AM
Yes, that looks much better. For only your third model you're doing really well. I'm looking forward to seeing her textured now.


11 November 2005, 08:43 AM
here is an update: (

Its been a really long time since I initially posted this and ts not even done yet, but I'm really trying hard to hand paint the texture as well as I can. Here is a render of what I've gotten done so far. Crits on the near finished parts of the texture and any tips on how to make it look better are very very welcome. Currently using a single 1024x1024 map

11 November 2005, 04:51 PM
looking good, can we see a side shot. keep up the good work, will be watching your progress.:cool:

11 November 2005, 05:14 PM
thanks. Heres an all around view of the model WIP (

11 November 2005, 06:26 PM
Since it would be getting close to literal statements to say I hold a brush in a powergrip, I'll pass on texture commentary, you're doing good imo, I'm definitely not the person to offer pointers. Before you get into the arm and glove textures too much though, I'd step back and take an objective look at the arms against some reference. Currently there's a very linear taper from shoulder to fingertips which imo lets the rest of the modeling down slightly. Arms are never easy to define without getting butch about them, particularly with low polys. I'd try and add some more shape and definition downwards of the elbow though. Try and think about how the muscles flow from the wrist and insert at the elbow, or in reverse if that's the way you think of it. There's a knock-on effect at the wrist caused by the way the thumb attaches and how it's oriented on a real person, which might help solving this.

Badly explained but hopefully you get what I'm meaning.

Cheers :arteest:

11 November 2005, 03:34 AM
ok, here is an update! I'm pretty much done except for rigging, which I am very very bad at, so it may take a while for me to have final renders posted. Crit away, it will be a while before I start rigging as i need a break. (

11 November 2005, 06:14 PM
I'd say the texture is the best thing about this model. The design looks good and original. The model itself has some pretty bad anatomy to be blunt.
The head shape tapers down to a point at the chin.
All of her facial features are too low on her face, though that might just be the style, but it looks damn creepy.
She doesn't have a clearly defined neck. The muscles in her shoulders cut at a sharp angle into her neck.
The arms, and I see this exact problem posted here a lot, have no definition. The elbows should be wider than the biseps. The hands should be slightly lower than the arm and a bit bigger. The thumbs a too small and should be lower on the hands.
The torso should taper down to her waist and the breasts should sit a bit lower.
Her crotch-looks like she is a guy. From behind it sits lower than the bottom of her butt, it needs to be brought up.
The legs look pretty good, but the feet are too long from the side.

One other thing- I don't know if this is a portfolio piece or not, but if you are going to do a woman, do not make it stylized as far as the anatomy. Doing realistic anatomy is much more impressive because it is waaaaay harder. Doing a model that is this stylized is risky because ppl can't tell what is stylised and what is just poor anatomy. I have the same problem. Keep working. Good luck.

11 November 2005, 07:29 AM
thanks gaboon! I've reworked the anatomy in the places you mentioned. This may end up in my portoflio, but I will probably rework my portfolio page into a more personal display and create a new more proffessional potfolio section that only has my best stuff in it (once I need a job most likely)

CGTalk Moderation
11 November 2005, 07:29 AM
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.