View Full Version : Nude Female Model 2,700

10 October 2005, 01:01 PM
Please crit this model. It's 2700 polys.

10 October 2005, 03:13 PM
If the model is nude, why does it appear to be wearing heels? :)

The mesh looks a little bit too dense for what you have and I think the breasts are slightly too large. Unless of course you're modelling Jordan, in which case they're about right! Joking aside though they are too large for most women who have a similar size frame to that of the mesh.

10 October 2005, 03:23 PM
Personally, the breasts are way too big, and not in a good way they look ridiculous. Also, the way her torso tapers inwards above the breasts in the armpit area seems incorrect. You may also want to reconsider the upper legs, they are currently rather slim in comparison with the upper body (particularly in side profile). Finally, did you use any reference, if so can you please post it?

10 October 2005, 10:37 PM
Like the other two said, the breasts are pretty huge, and seem all the more so due to what seems to be either a slightly too small head or overly long legs - she looks extremely tall as a result of one of those. I would try reproportioning the head, bust and legs, and work at the pec muscle as it flows into the shoulder, and defining around the hips (definition, not size ;)), which seem a little unshaped atm. It looks like you have a pretty nice flow of polygon strips, and an even distribution, so just get nailing those proportions and you should be lookin pretty good.

Hmm wee bit slimmer in the chin too maybe?


10 October 2005, 01:58 PM
Thanks for the crits everyone. I guess I should of explained that I based the body of the model on a Page 3 girl called Keeley. She does have large natural breasts but i think i exaggerated them a little. I have updated, and scaled the head up slightly, which made a big difference.

Heres the model with the reference in the bground:

I tweaked the pec/armpit area, which I can never get right:

I think she is about ready to be unwrapped.

10 October 2005, 02:38 PM
I would reconsider un-wrapping her until you fix the anatomy issues. ;)

Her arms and legs are pretty "tube" like, the breasts are a little large which would be fine, if they had the right "shape" to them. Contrary to popular belief...a womans breast is not a round ballon under the the skin. *grin*

They are more tear drop shaped in nature.

Her stomach and hips are not quite right and for the amount of polys you are using, you could either ditch half the polys and keep the same outline you have now, or you can add a heck of alot more detail utilizing the polys you have.

Her hands/fingers are also very tube like and could deffinatly use some tweaking.

You have a good start here but before you commit to the UV's I would deffinatly work out the problems first.

Happy Modeling!


10 October 2005, 04:47 PM
OK so I reworked the breasts. I think they look much better now.

TwitchyHamster, what do you think isn't quite right with the stomach and hips?

10 October 2005, 09:15 PM
Her lower torso (stomach and hips) looks like it has been stuffed with fluffy cotton...not filled with bones, muscles, ligiments and fat. ;)

Its the same issue you have with the arms and the legs being "tube" like. The model lacks definition. Its like a skin covering fluff without any structure.

The breasts do look better now from the side, you did not post a frontal view so I am not sure if you nailed the shape or not but an improvement non the less. ;)

I also was curious but did not ask eairlier...Why are you modeling in tri's? =)

Anyways, keep it up, practice makes perfect!


10 October 2005, 10:13 PM
Well I took the option of adding more detail to the model using the existing polys. It's now around 3,900, and i won't go over 4,000. Please tell me if you see any problems.

10 October 2005, 09:32 AM
its not that you need to use more polys its that you need to use the ones you have better. you have enough for well defined model, nowyou just need to pull them around to suit. i think one of the major probs with your technique is that you need to start bending and deforming those edge loops, at the mo they are very straight, tube like, both the fibres(the lines that folow the shape) and the edge loops(lines that go perpendiculr to fibres) should flow along the shape, in your model look at the eedge loops at the elbow, and below the crotch thigh areas, thes are straight, un-natural and un-needeed.

keep it up, the basics are there, it just needs to refined.

10 October 2005, 10:08 AM
The updated model looks heaps better than the original, so good work there!
Secondly, you could get rid of just about half the polygon count and have the same silhouette, considering your post topic suggests the poly count for your model is 2,700.
As for the reference picture you used, it would have been great if you were actually modelling the character to be in that pose, which I thought was a little weird, but it could be just me!
Keep up the good work, because it is comin along!

Wayne Adams
10 October 2005, 01:25 PM
Heels....hehehehe Thats funny.

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