View Full Version : Priss - First charecture

02 February 2003, 12:42 PM
This is the first char model i have ever done it is still a very early wip and would love some advice on how to progress.

Any crit will be most welcome.

hopefully this link will be better.

02 February 2003, 01:22 PM
cool concept! I really like it..
is it from a manga?
looks like it has too many polys...
always keep an eye on the polygon counter!
keep up!

02 February 2003, 02:46 PM
Heres a small update.

02 February 2003, 06:03 PM
Looks cool so far. Its definately high poly for a game model but as your first model you're probably more concerned about the character than getting it to run in unreal or something. Finish her up, then maybe think about polygon reduction.

02 February 2003, 06:19 PM
yeah thats what i was thinking as im strugling to get the form right i thought id concentrate on that more first.

thanks for the reply :)


02 February 2003, 11:40 PM
A few more updates all thats left is the head and hands (having a real nightmare with the hands) what do you guys think?

02 February 2003, 01:20 AM
hands can be a real trick, take it slow, try building them apart from the body, so you dont have to worry about the scale, just get a good form, then worry about how to attach em. Working with as few polys as possible in this area will cut down the complication and make it a bit easier overall I think.
This image might help

02 February 2003, 11:19 AM
Thanks chriss the pic of the hand will come in real usefull :thumbsup:

here are 2 more updates

and a closeup of the head

c&c most welcome :)


02 February 2003, 11:21 AM
looks awesome so far, cant wait to see it textured =)

have ya tried throwing in a skeleton yet to see if the joints deform properly?

other than that keep at it! lookin great for ur first character!

02 February 2003, 01:57 PM
hehe i definitely agree...
i'd like to see it in game...

02 February 2003, 02:14 PM
It's looking really nice. I know you mentioned that you wanted to get the geometry right and so weren't worried about the polycount, but some of the details (the little funnels on the hips etc.) could easily be simplified and then taken care of in the texture. Just a thought.

I look forward to seeing the textured version.

sankyuu, Niku.

02 February 2003, 02:18 PM
Really nice beginning. For a sec there I thought it was the 2D colored pic from your first post:) But really nice start.

-S 3D A

02 February 2003, 03:58 PM
As pointed out already it is too high polygon for a game but as a stand alone model it is progressing really nice.

Keep it up and when the model is done you can always try and reduce the amount of polys.

btw it's nice to see someone finally took the time to create a character of bubblegum crisis in 3d :wip:

02 February 2003, 06:23 PM
Thanks for the reply's all :thumbsup:
Im curenetly trying to do a rig for it to check deformation then im gonna c were polys need to be moved to and removed from.

im glad you guys like it and i hope i can get some updates posted later on tonight.


03 March 2003, 01:31 AM
small update

iv now optimized priss
current poly count is 2440 leaving 60 to play with :cool:

niklmauz : thanks for the tip on the funnels so thats what im gonna do :thumbsup:

there is still one or two things that need doing but the main is done will soon move onto texturing.

c&c would be greatley appreciated.

03 March 2003, 10:55 AM
this is looking really good. I can't remember what weapons Priss has, the whippy things? Either way, this is very cool, and the polycount has come down really well too. This would be great in a game! :applause:

03 March 2003, 04:00 PM
Very nice indeed. Now to the difficult part - the texture -_^

Btw, some things looks a bit odd to me, especially in the front View - Her 'Shawl' thingy that goes all around her Neck. In the Reference, it looks much smaller. In your model, it is SEEMS larger. It looks almost like she couldn't move her head properly. Also, it looks like her shoulders are wider in the refrerence, even wider then the hips. In your model, they are both quite even.

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