View Full Version : Euridice - Wood Nymph

12 December 2006, 07:00 PM
This will be my first of what i hope will be many more posts on this site. this is a character i worked on about 3 months ago. Theres alot of little tweeks i have to do. Ie cleaning up the alpha maps a bit. this is my first attempt at hand painting a character. This entire character was done by hand ie no photos heh i really need to paint more. I was trying to stay under 4k polys while doing this.

This is my stylized rendition of Euridice, the soul mate that drove Orpheus to the depths of hell in hopes of brininging her back to the mortal realm. I was attempting to go for a Disney Hercules kinda look. My initial concepts looked waaaay too much like meg so i enlisted the help of a kick ass 2D friend of mine Robert Iza:
This concept is barely a testament to how kick ass he is. the turnarounds were rushed because i needed em quick.

With texture:


12 December 2006, 07:41 PM
Good work here :) . But i think the hair needs a bit of work. Also add some variety of skin tones.

12 December 2006, 07:51 AM
I don't agree with most of the polyusage or flow, but I'm loving the character and the textures! (exluding the hair, which kinda looks like wood)
!! :)

12 December 2006, 08:58 AM
UPDATE: 12/03/06
Working kinda slow heh trying to get back in the swing of things after a short hiatus.

Shortened the neck, added a choker to match the concept will be adding a flower to it shortly. Started messing around with skin tone on the face, ill work on the body skin tone afterward. Added some eyebrows lol didnt even notice they weren there. I move verts around the boobs a bit to make them more round, tommorow im gonna add some darker shadows below them to emphasize them. I still need to add polys to round out the legs, and fix the hair its too flat at the moment. i moved verts and smothed the neck area let me know if its still a prob.

A Friend of mine pointed out that theres alot of places that are blatantly mirrored i gave myself a lose 4k poly limit so im gonna try to use the remaining 400 to add some variance to the mirrored sections any ideas would be greatly appriciated.

Ill post a close up and other views later. Thanks

12 December 2006, 08:09 PM
just a quick tip/pointer.
right now you've modelled the lips as if the mouth was shut, yet the texture is done as if the mouth was open to some extent. I'd like to see the lips textured as if the mouth was shut, or model her mouth! :)

12 December 2006, 09:55 PM
I like her a lot! Heres what I would do- Make her breasts more like the reference- a little bigger and fuller. Delete the eyes, fill the hole and extrude it back a bit. Model 2 spheres for her eyes and texture them pretty bright and detailed (so she can look around). Add one more poly span into her skirt so it shows off her curvy hips, and maybe fix the hands(I can't tell from the angle but they look kinda meh.) :)


12 December 2006, 08:57 AM
I like the colors you are using, especially the skin tones.

I think you could soften the nostril a little bit, it looks good on the full body render but its a little extreme on the face close up

I would use those extra polys to add some vines to the leg/boots to break up the mirrored look

I love the style you're using, keep updating the thread

12 December 2006, 10:07 PM
Worked on some stuff ill explain after work, mostly did clean up on seams which wont be too noticeable, next up hands and hair. Im having trouble figureing out to do with the hair any tips would be greatly appriciated:

12 December 2006, 06:05 AM
Messing around with Colors and satuation, i think i like her better highly saturated:

12 December 2006, 09:57 AM
the clothes look a lot better with more saturation but the skin looks far too intense now, I would leave the skin the way it was

12 December 2006, 01:55 PM
Looks pretty cool! I think she'd look better with pupils though.

12 December 2006, 03:02 PM
I agree about the pupils and the skin. I painted some nice big pupils on her in photoshop just to see how it would look and I think it's an improvement, as for the skintone, could you post an image with the old skin but new saturated clothes just to see how that would appear? Thanks great work keep it up :)

12 December 2006, 09:45 PM
Thoughts?, i think the clothes stand out too much if i return the skin saturation back to how it was before as shown here, should i try to find a middle ground with the skin saturation? I added some pupils lemmie know whatcha think:

12 December 2006, 10:04 PM
Thoughts?, i think the clothes stand out too much if i return the skin saturation back to how it was before as shown here, should i try to find a middle ground with the skin saturation? I added some pupils lemmie know whatcha think:

I think the skin should stay at this saturation. The clothes and accessories look better now (with more saturation) than they did, but rather than make the skin fit, I'd just slightly desaturate the accessories and find your middle ground there. I think the main thing the clothes/accessories were lacking (aside from a little more vibrancy) was contrast. There were no lights/darks so it all blended into mud. Now it looks much better and desaturating a little bit should preserve the contrast but keep them from competing with the character herself.

I think the eyes/pupils could still use a bit more contrast, too.

Have you thought about making the vines on the arms less symmetrical? You wouldn't have to do a whole lot to make them look less mirrored.

CGTalk Moderation
12 December 2006, 10:04 PM
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.