View Full Version : UGAC - I - Industrial Dark Pixie - living_the_dream

04 April 2007, 04:24 AM
So like I said on the main UGAC thread, I am making a Dark Pixie for a fantasy setting like Warcraft. She's inspired heavily by Industrial rock and the goth culture that goes along with it. I actually had the idea at the CCP & White Wolf party at GDC. Anyways, on to concept sketch #1:

I'm thinking I might design her to have variations of hair/makeup/clothes, so essentially you can get some customization out of the same base model with different textures and different hair/clothing models. I'll post more as it comes to me.

04 April 2007, 02:42 PM
Cool concept. I especially like the lip ring. Look forward to seeing how it goes.

04 April 2007, 10:20 PM
Evil.. will she have wings and the like or will you keep it real? :P

04 April 2007, 04:58 PM
She's going to have wings for sure...I'm still deciding how those will look. I'll probably do some more sketches today and post them soon.

04 April 2007, 05:23 AM
Yay! an update!

This sketch isn't really a finished product, but it's got a few more details and give you an idea of the overall design.

Please leave some crits for me so I can know what to change.

It's drawn from several photo refs and I think I ultimately want to change the proportions. I feel like something more cutesy would work better here. I want her to look cute, young, goth, and lethal. Right now I feel like the proportions are not stylized enough and she looks too old.

here's the latest:

04 April 2007, 05:29 AM
This is what I was thinking for the proportions (dagger from ff9):

04 April 2007, 08:15 PM
The proportion change sounds good. I'd say set her proportions based on the size of her head. The ff9 character is about 4 heads tall. Generally characters between 3 to 4 heads tall appear cute. In the same way an 8 head tall character looks more like a superhero.

The lace on the clothing is going to look really cool.

04 April 2007, 02:58 AM
Here's what the new proportions look like: for one really like where this is going. Let me know what you think though, I'll probably start the modeling tonight, although I would like to perhaps develop her face more because I'm not happy with that in any of the sketches thus far

04 April 2007, 04:49 AM
modeling is well underway:
and just so you know...with the exception of the shoes (they'll all be similar so it shouldn't matter for geometry) she is not yet clothed. I will model clothes separately so I can interchange them and make several combinations. My hope is to also make several skins easily to swap out for different colors and patterns. Same with the hair...I'm going to swap out those too.

04 April 2007, 06:49 AM
ok, so I don't know when to stop, it's almost 3AM here. Anyways, I've got a pretty big update. The shader color was random, so don't ask, it will be different later. I've got a few closeups included for critiques. I spent a good while on the pelvic area and I hope to goodness it's halfway decent now.
Torso Close-up:

Hinnie Close-up:

Feet Close-up:

04 April 2007, 04:38 AM
Big bad update:

She's got (some) clothes now, a face, and hair. I need to do a bit of tweaking and then I'll start the UV unwrap. My total polycount is looking to be 2000-3000 tris. This may be more of a next gen MMORPG character based on those stats.

04 April 2007, 08:15 AM
Looking good :D The forehead looks a bit pushed out. It might just be weird lighting. Can we see profile views?

04 April 2007, 12:40 AM
Thanks for the post mitchelhunt, here's the profile views (they are slightly different). I have changed a few things, mostly additions like the bracers and the boots with straps.

04 April 2007, 01:17 AM
Oh okay. Nicer from the side :D

05 May 2007, 08:13 AM
for animation purposes, you would need edge loops around all of the joint areas. Currently this model could not be animated because it lacks vertices where the model needs to be deformed (elbows, knees, and ankles). To keep the poly limit, you have to remove vertices from the ass, breasts, and hands where there is to much geometry.

Also, try to keep the polygons as evenly shaped as possible, and as square as possible. This also helps for logical deformation and weighting when it comes time for animation.

The wings would be just a flat polygon with a texture+alpha mapped to it. This would give a ton of vertices to use.

05 May 2007, 04:53 PM
thanks for the suggestion 2byts...I'll take a look at that soon cause I do want to animate her at somepoint

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05 May 2007, 04:53 PM
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