View Full Version : Old game character redesign - Tesse

12 December 2006, 01:08 AM
Hi guys. I'm new at low poly modeling, so I'd appreciate some crits on this work.
I'm doing an old game char redesign, for a challenge ( I chose Tesse, from the little known "Waku Waku 7" arcade fighting game. There goes some images:

The original character:

My redesign of her (bad and anime style):

Basic mesh of body:

Mesh with clotes, almost complete:

Any help or tips with edge loops, refinements, or whatever are pretty welcome. Thanks in advance.

12 December 2006, 03:15 AM
looks good so far

12 December 2006, 06:22 AM
Look forward to seeing it textured :D

12 December 2006, 09:50 AM
I think the model looks awsome. I've never played the game but are her eyes always covered by her hair? I think if you are doing a redesign that's a pretty important characteristic to include.

I like the new sexy outfit but not really feeling the missing stocking. I'm looking forward to see how this turns out.

12 December 2006, 01:26 PM
Looks good so far, nice interpretative concept, except if her hair is really blond maybe you should keep it blond too.

12 December 2006, 06:58 PM
Nice one, I really like the new touches on the design.

12 December 2006, 07:05 PM
Thanks for your replies, guys.

JuddWack: The original character has a lovely and submisse personality hence the hair over the eyes, and the shy and bowing posture. What I'm doing is a rebel and little insane version of her. In the game, her dream is to became human. I'm doing her version after she had become human, and has grown a little (it's a teenager). Now she got corrupted by her own powers and for your seductiveness. As an little evil and crazy person, I think she needs her eyes free, to help me to trasmit this feelings. But I agree in part with you. In my first thmbnails, I tried to make her fringe more proeminent, but didn't like the results. Maybe I can try to find some kind of solution later for this.

Roja: Great point, as a teenager it's strange to see her with white hair. I'll modify this. :thumbsup:

Next update will come soon...

12 December 2006, 09:32 AM
Just a suggestion toward the concept. If you're trying to portray a rebellious personality in part by uncoverng the eyes I would make it a point to make the eyes very powerful. Because they were previously covered it is important to draw attention to them now by making them unnaturally saturated, an unnatural color, or giving them unnaturally high contrast. Also, to go along with the assymetry you might consider the idea of one sleave covering the shoulder (on the opposite side from the covered leg). I'm not exactly sure if it would look right; it's just an idea I had.

12 December 2006, 09:40 PM
Thanks monkeynutz. After all you guy inputs, I'll make another painting, and re-think about her colors.

But for now modeling is complete. On the challenge we have 10000 tris as limit. She and her weapon are using 6000. I'll problably use the 4000 remaining to do a pet for her. I'm thinking in do an little eletric dragon.. What do you think?

12 December 2006, 10:21 PM
She looks good. Can't really see anything to crit about. Maybe just fix that vertex that sticks out under her groin region (see the first wire shot). You can't really see it with her clothes on but i'm assuming there'll be "accidental" pantsu shots :D

12 December 2006, 11:27 AM
Kleptomaniac: When you posted, I've alredy fixed that. Anyway, thanks!

Sorry for such delay in answer.. I was trying to figure out how to make normal maps work on Maya. It seems there's no easy way to attach a normal map in a material without having trouble. Now I'm using JS NormalMapper node, and it looks to work fine. But my sculpture on ZBrush is lacking details, because it seems my computer don't deal well with models with more than 1,000,000 polys. I'm working to solve this now...
Comments are appreciated.

This is my Zbrush model. It lacks more details yet...

I started texturing. Skin is looking plastic yet, but soon I will work the texture better, as well as add a specular map.

And here, I'd appreciated an opinion. I should follow my initial concept, or make this blonde approach, as suggested by Roja?

12 December 2006, 06:21 AM
I personally like the blond hair better but i think the Ear muff things get lost in the blonde hair because their a similar color, if you keep it blonde you might want to change them to white or something that will stand out.

Its up to you tho, because you initially intended to use the concept you created for reference. You created an evil older variation of tesse, and its a pretty sweet concept. Either way she looks awesome man.

My only real crit tho is that her dress is a really bright blue compared to the concept you made and I like the darker color of her dress in the concept its more evilish.

12 December 2006, 10:59 PM
Thanks Gusgus. But I heard some people, and I believe her hair will stay white, it gives her a more evil look. Although blonde made a better contrast with her dress.

Anyway, as I wasn't satifised with the direction this project was taking, because she was looking a bit childish, I decided to restart in another approach. This time I made a new concept, with more adult facial features, and slight volume changes on her body, to make her more attractive.

Then I rebuild her geometry, to better represent this new shapes. I want make a consistent model, that look good aside of colors, normal or other kind of maps.

And here's the coloured version. Unfortunately, I lost a good part of my previous mapping, so I'm going to map and paint textures again. But no problem, if this make her look better :)

12 December 2006, 12:09 AM
Veery nice, wish I had such skills in coloring an design.
Small crits: the brown "thing" on her arm; i dont like it, first i cant really see what it is:P secondly it is very lowpoly, which spoils the illusion of the char being pretty highp.
Same thing with the legs, they could use a couple more splits. I just think its so nice when you cant see any polygon edges:)

thumbs up!


01 January 2007, 07:27 AM
Very nice work, I like the grownup one much better, I think the face got distorted during her maturity :) her lips seem to be sticking too far away from her face. Just a small tweak but people look at the face the most :)

01 January 2007, 07:54 PM
Hakanpersson: Thanks. I'll fix the polygon edges on my next up. About the brown thing, hehe, I'll give more detail, dont worry, it's just a bracelete.

XTitan: Thanks too. I pushed her lips a little, but I'm not sure if it's good enough yet. Please give me your opinion.

For this up, main changes are on uvmapping and colors. I started to paint her new textures, but they are just on start, so don't worry about the poor quality. I'll give more details for hair, clothes and skin. I just wanted to see how she was, with darker and pale colors. To me she looks much more evilish! And closer to the original concept. What about you?

01 January 2007, 08:47 PM
I like how this is progressing. You added some extra details to her outfit around the bodice, and overall it's looking great. The white hair really does fit the more evil look.

01 January 2007, 10:33 PM
The lips look much better, and I like the new color scheme, I'm not familiar with the original character/concept but I like the way this looks. it's a bit hard to tell but the chin appears to come to a point/bump just below the lips, I think that should be smoother. Again, very nice progress :) keep it up

01 January 2007, 11:50 PM
I agree with Xtitan on both his points, the lips look much better, however the chin does seem to form a point below the lips which if you look closely gives her a double chinned look, and I'm thinking thats not the effect you were going for.

Perhaps if you moved it to point a bit more down instead of outward, I've never done a manga-type character in 3d so I'm not sure what would look correct.

01 January 2007, 08:55 PM
Hi guys. Thanks for your feedback and sorry for my disappering.

I made some tweaks on her chin, but not sure if it's good enough. Maybe i'll add some more tris on that region, to work better on it. By now, I have my color maps almost done. just need some more tweaks on her and little adjustments. No specular maps yet.

No light (Maya's viewport)

MR renders (cause my first game models deserves!)

By the way, do you guys know some software I can use to preview her like she would appear in a real game engine? Is there some plugin in Maya with this purpose?

01 January 2007, 09:25 PM
I finally finished the color maps, and started to paint the specular. And made some changes on her eyes, trying to make them more believable but still threatening. Now they have structure with iris and pupils.

No lights

MR render

01 January 2007, 01:01 PM
No comments anymore? :(

Well, this is a drastic change on her eyes. Suggested by a fellow on Polycount. I don't know about you, but I love it.

01 January 2007, 03:05 PM
its a good change. Now it's look a lot more believable. The alpha on the end of hair need work. there is frame on the end of them.

01 January 2007, 05:08 PM
I agree with MrEric and his comment about the alpha. I also agree with your decision to change the eyes, they look really great now. This project has come a long way. You're close to finishing the modeling and texturing, but are you going to rig her too?

Great work :)

01 January 2007, 05:57 PM
Thanks guys. I'll fix the alpha soon.
Yes, I'm going to rig her. I want to see her making some devilish poses and expressions :)

01 January 2007, 08:40 PM
I really like that you re-did the eyes. The whole model/texture is looking VERY nice now.

01 January 2007, 03:28 PM
nice work, I like that wakawaka fighting game I didn't really care for this dolly character that much but you seem to have done a good job brushing it out into 3d, again good work. also nice to see someone trying to put their all behind the textures.

01 January 2007, 02:08 PM
Wonderful work on the texture, love the new eyes, way better.
Only crit would be her lips, they look too narrow - would be good if you could make them a little wider.
Is this only a colour map or normal map too?

01 January 2007, 12:44 AM
Hi guys, Thanks for commnets and sorry for delay on reply. Last days were a bit busy too me.

@ Kleptomaniac: Just color maps. I wanted that she looked simple like an anime girl, and gave up of using normal maps.

There goes some rigging I did, as well as the weapon's texture. Pose is provisional, I'll think in something better later. And rigging.. well, I'm not a master of rig, So any advices are welcome.

Weapon texture


Slightly diferent angle

01 January 2007, 06:32 AM
Great work, nice pose too :)

I'm having trouble with her weapon, it seems too big and heavy to be used with just one hand, and if it's two handed, there's no place for her other hand. It could be just me, but that's the impression I'm getting. Keep it up, great work!

01 January 2007, 09:41 AM
Hi Amauri,

Your character has turned out really well. Looking really great. Since this pose is a temp pose, only thing I can say is that the deformations in that pose looks pretty good. One thing I just noticed though, in your Tesse_15.jpg image, the tip of her shoes on the left leg has a concave curve. Maybe some technical issues with the rig?

As for the weapon, really nice textures and for the design wise, I have to say, I half agree with you XTitan. For one, this character is a robot, so even if the weapon looks over sized it shouldn't affect her. Also, characters with unrealistic oversized weapons are not very uncommon in Japanese anime. After all, it's all fantasy. The thing that I do agree with you though is the 2 hand aspects of it. I was just thinking how she would use the weapon with just 1 hand, and in my personal opinion, I think it's going to look odd for her to not use her other hand when she does some special moves for instance. So the suggestion I have is to make the handle longer, enough room for her other hand.

Just out of curiousity, will you be playing with materials and the likes? Like making the weapon's material metalic and what not and also will you be playing with special effects like adding electricity on her antennas like in your very first concept?

All in all, great job! Keep it up!

01 January 2007, 10:04 AM
Diggin' the model! if only I can texture as good as you..

one thing bothering me though, on the couple last render, the leg silhoutte is not very smooth, perhaps you can add a couple edge loops to keep the curvature.

01 January 2007, 11:06 AM
Thanks for your replies, fellows.

XTitan: Hum.. I hadn't stoped to think how she will use this weapon. About the weight, don't worry, she's an android, and is strong enough to handle. But about the moves she can do I agree with you and orrochi, it will be good if she had place for use two hands, like if the weapon were a spear. I'll fix it later.

orrochi: Hi Kevin :) Thanks for visiting my thread. As I said above, I'll fix the weapon, to make it more useful. The tip of shoe is looking square, and I think I'll add a new division there. It's curving in a really strange way. About the weapon, I forgot to make a specular map for it, I think a map will make it look a bit more shiny.
And yes, I'll add some special effects, like eletricity. On the game, her special moves are almost all eletricity based, and I want to see them here too.

daft-crut: Yeah, I don't like those angular edges too. I'll add some divisions later to make her a bit smoother.

02 February 2007, 10:11 PM
So, there goes my finals, unless you guys have yet something to crit.

My uvs and color maps:

Notice that there are some empty areas on layout.. I had the intention to make a pet for my girl, but I gave up the idea. I've been working on this model for 2 months.. I really want to go for something new...

Maya viewport, wires.

Same thing, without wires.

Four lights (diretional + 3 point lights), no Ray trace. I didn't like this render...

FG render

A big render of weapon, showing new handle and specular. Click on image, to see a bigger version. (

and that's it. Thank you very much for everybody that help me to make this model. :thumbsup:

02 February 2007, 11:12 PM
Hey this looks nice! i realy like the weapon and the flash. how did you do that? did you use a glow "shader"?

the long hair instead schould be overworked. at the moment it looks like clothing or something but not like wild hair. use more transparancy (better alphamap) and make it look less squarish. so make the straight borders disapear with the alphamap.

02 February 2007, 11:16 PM
Nice piece, somewhat stereotypical character but the weapon came out very nicely, good luck :)

02 February 2007, 01:58 AM
That is awesome... don't know about you, but what if one of the sides of her hair covers her eye? I noticed in the original both of her eyes are covered, but since this is a reimagining and all...

02 February 2007, 05:19 AM
Great work, nice end result. I enjoyed following this one's progress!

02 February 2007, 10:35 AM
PeterZbinden: Glad you like it, man. About the hair, I'll leave it this way,
because the original char has a straight cut on her hair, and I want to go the same way.
About the flash, this is a dynamic effect of Maya (lightning). But basically is just geometry with a material with high values of ambient color and glow intensity. When you animate, it shakes like a real lightning, and that's cool :)

requiem2d: Thanks man.

Ramza24: Thanks for watching, dude. I've already tried to do this, but I didn't like the results... She loses a lot of her expressivity with one eye covered.

XTitan: And I enjoyed all your help during the development. Thanks!

02 February 2007, 01:07 PM
Well done Amuri, great piece of work.

02 February 2007, 02:07 PM
Hi Amauri,
Ur sincere input has come out in grand manner. I'm really happy for u. Hope u win this contest n wish u all the for ur future work. :thumbsup: :applause:

02 February 2007, 03:04 AM
Hi Amauri,

A bit late but, I really like the final result of Tesse. Excellent Job! Looking for to seeing your new works!

Wish you the best of luck in everything!

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