View Full Version : 10k poly female model

Jon Jones
03 March 2003, 02:06 PM
I did this over the weekend for an art test and felt like showing it off. On Friday night, they asked me to do a 10k-12k poly female model and skin, and have it ready by Monday. heh. After a day's extension and about 60+ hours of HARD work later, here she is. She's 10,500 polys, and this is my second character skin.

Oh yeah, the renders look a little funny because of the weird smoothing... from a distance she looks fine mostly, but up close with the same smoothing she looks like a strung-out skank, so I had to leave it partly flatshaded there... I'd have spent more time on it but I'm about to collapse from exhaustion.

And the flats:

The body skin is pretty messy... mainly on the arms and hands. It was a rush job obviously, as well as the first time I've tried skinning a human. I spent about 17 hours on the skin alone today in a mad frenzy of activity trying to get it done.

With my luck, I probably forgot some horribly obvious part of the skin and I'm just not noticing... :annoyed:

Critiques welcome! I'm going to keep working on it after I chill out for a day or two. See, I've been working on it for about ten and a half hours at this last stretch, and 23 hours the previous, and I wasn't really counting before that. heh

If I don't get some sleep now I'm going to die.

Wish me luck with the job, too...

Sorceror Bob
03 March 2003, 02:58 PM
Jon Jones - quite cool, but I think there are a small number of things missing that, in my eye, would make this a really nice 10k poly model.

For example, 10k polies means you're free to model all the tiny details that you've skinned on there - It's harder to tell in some areas than others without seeing a wireframe.

For example, the pockets in her jeans, a big of an extrustion towards the top could have given that area a bit more depth.

Did you model those muscles in the neck? This area, and the arms seem to be a little under defined..

Anyways, I really like how you've done her, shes got a great face, though the eyes are a little scary up close.. Not sure if that was intentional or not though. - I really think the eyes need a little bit of work..
Something doesn't seem right about them. They look very lifeless when compared to the rest of the model+texture.

03 March 2003, 05:16 PM
Hey whats up Jon.

Long time since i've seen you post anything. This being your first human skin, i'd say your pretty much leet. HeHe. But really its quite the solid piece considering the time constraints.
The model is very clean, i would like to see a flat shaded render of her tho, with no textures.

Things i would change is the shadowed areas of her limbs (creases and whatnot). I would just take your paint brush and put it on soft light at about 10% and take some redish maroon hue's and get them in there. Then maybe take a yellowish color and and push the highlights around. Its a good way to make it all seem more fleshy. After you've got it to nice level of saturation and contrast go in with the sponge tool and desaturate some creases a lil more.

Otherwise j.j it rocks. The shadows on the shirt are my favorite part. And the lips...

Good to see your still bustin:D

03 March 2003, 05:27 PM
very good man, but did you meshsmoth it to 0? or didnt put any cause i can see the polys :p

03 March 2003, 09:49 PM
great work, looks a bit like Angelina Jolie :p

Jon Jones
03 March 2003, 12:08 PM
Hey, thanks for the comments guys! Here are the flatshaded images. I'll address individual posts right after. :)

Sorceror Bob: Thanks! Yeah, I realize that now... I got a couple more days to work on it, and I'm going to go back and add more details like that, as well as mostly redoing the head... doesn't look like the right person, due to inattention.

And yeah, I did model the muscles in the neck as you can see, but not very much. Might add a little more detail there. I was so rushed I didn't get to make a second pass over it all. Same for the arms... the lighting makes them look kinda shitty.

dur: Hey man, haven't seen you lately either! Thanks! And good advice on the arm, I'll be sure to do that. I'm still leery of painting in color as I'm still so new to skinning... what I've been doing is painting in B&W on a softlight layer, with a color layer of skintones above it. I'll do what you said.. I'm sure it'll look 100x better. :) Thanks dude!!

Dark-Angel: Thanks! No, it's not meshsmoothed, every vert was placed by hand. In the future I'm going to experiment with Maya's Sculpt Polygon tools... they look like they could be pretty powerful in knowledgeable hands.

j00st81: hah, thanks... I used her head as reference for a female head because I had two AWESOME and perfect orthographic images of her to use, so I did that. I guess that means I did a pretty good job then! :D Unfortunately, though, I was supposed to make it look like someone else, and I didn't because I was in too much of a hurry, so now I have to go back and modify the hell out of it. I'll be posting updates over the next couple days. :)

Overall, I see a lot of things I'd have done differently on this had I the time to map it better, but as it was, I got it done in just under seven hours, which wasn't too bad, IMO, for how relatively clean the important parts of the mapping are. Still, there is a lot I'm still able to do with the model and skin, so it should even out. :)

The areas of the model that I'm working on the most right now (not seen here, yet) are the head, arms, and pants. On the skin, I'm about to start touching up the face, pants (better painted seams and wrinkles) and shirt (mainly wrinkles), remapping and reskinning the shoe because it's godawful, and maybe doing something to the hair...

Thanks for the comments, guys! If anyone else sees anything I should fix, please do mention it...

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