View Full Version : WIP: UT2004 female model : vanessa
02 February 2006, 06:00 PM
Hi all, first time i post here, these forums are very good, some models are very impressive, i am not as good as i wanted but i am trying to learn...no NM in ut2004 yet, its for the next UEngine...
Well i am happy with the modelling, 3814 tri atm, dont want to put another details i guess.
I must rig her + texturing...
Of course, any crits welcome :)
02 February 2006, 12:44 AM
Hey Oliver pretty good model, however you could definately optimize it. The breasts have a heap of wasted polies and it looks like the hands do too. You could also get away with fewer polies in the cylinders on the front of her boots. One other small crit would be that next time you post a pic try to have less shadows as it makes it had to see edge flow etc..
Her overall shape seems to be on the money.
02 February 2006, 10:42 AM
Ok some new shots more clear i hope...:)
3790 tri atm, my goal is not to use the less tri as possible since the engine can easily handle it (UEngine 2)....its why i put little details on shoes by example, on her face, her back etc.... i am happy with the general shapes, i spent a long time on it with different good tutorials :)...Now i gonna unwrap then rig her , i want to see her moving before texturing...
02 February 2006, 11:59 AM
Unwrap wip: http://img203.imageshack.us/img203/7217/un0at.th.jpg (http://img203.imageshack.us/my.php?image=un0at.jpg)
I am doing the unwrap of 'Vanessa' atm...i prefer do it before rig + texturing cos i use for some parts the same projection (by example her super boots of the space :), leg armo etc)...i must erase some part then copy them...so impossible to rig her before unwrapping...i think its a good way to do. After, i'll rig her then texturing :) ...for the unwrap i use a very powerfull tool called 'Unfold3D' a french company (very cool people btw). Its free and unlimited until 1000 tris so dont hesitate to test it, for organic shape it owns and its very simple http://www.polygonal-design.fr/e_unfold/index.php
02 February 2006, 01:28 AM
Unwrap almost done...:)
I've refined hands and some others things...the tris count is now 3466...
02 February 2006, 08:31 PM
Unwrap done :)
As i mentionned before,i 've made some changes for the geometry (hands, bags in her bag...) Satan was right :) and it'll be easier for the rig, the less points u have the easier it is ::...so the polycount is and will be 3430 tris which is good. I've also defined the 3 ID i gonna use for the textures: the head, the body and the visor. It means there are 3 textures for each part. I gonna do a diffuse for each and later i'll create a shader in the Unreal Editor if needed and/or wanted :).
Diffuse textures, i dont show the visor cos its a very simple sheet...
And now, lets begin the "rigging", i gonna past a long time on it i guess since its more difficult ( at less for me :) )...
PS: just in case, to view the shot with Rapishare -->click on Free (see screenie below :) )
02 February 2006, 12:26 AM
The rig is almost done, some fixing needed....i began the skinning too...
Decided to change her name to "Vaness"...:love:
02 February 2006, 02:38 AM
nice texture :thumbsup:
And if i can to had something constructive, maybe some contrast in ur texture coulb be interesting, like not only a gray blu color. but don't change the boot they are to cool :love:i luv them.
02 February 2006, 09:28 AM
nice texture :thumbsup:
maybe some contrast in ur texture coulb be interesting, like not only a gray blu color
I was thinking about this...the prob is that i cannot use blu and/or red green yellow color too much cos it gonna have 'team color' ( blu, red, yellow and green) but....i gonna find a way...more contrast for sure yep...thanx for ur comment, muchly appreciated :)
02 February 2006, 12:42 PM
indeed, but this is the default-non-team game skin so it doesn't really matter wich colours you throw in ;), Also, it's a bit harsh to just see the oversaturated colours as potential to make contrast. It's cooler and looks better IMO, to use colours with little heu and saturation changes, it's also more realistic. The whole world is a colourspectrum even though you might assume certain things are the same colour. Like, different types of paper wich might seem all white, but when scanned and checked in PS you can see it has slightly differences in colour wich distinguish them from one another. I learned this from playin around with colours on metal skins i.e. Silver has a slightly blue hue, coper heavy on the desaturated orange, alluminium slightly brownish, steal rather grey, etc .
02 February 2006, 07:38 PM
indeed, but this is the default-non-team game skin so it doesn't really matter wich colours you throw in ;)
Totally agree...i forgot this...10x for ur comment ;)
... to use colours with little heu and saturation changes, it's also more realistic
02 February 2006, 07:38 PM
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