View Full Version : tia- girl game character

12 December 2007, 07:03 PM
Hi, this is my latest character I would like to get some feedback on.

My plans for this model are to make a realistic girl character. So I’ll definitely need some help on proportions. I'm going to try to model multiple costumes on her. This is her in daywear. I’m going to try for sci-fi armor look in the future after I get daywear right. ( ( ( (

current stats:
10,700 tris
1 - 2048x2048 normal
1 - 2048x2048 diffuse

12 December 2007, 10:15 AM
the lower lip is really big. She looks more like a baboon that a human face

12 December 2007, 02:00 PM
Not to sound mean or anything of the like here, but after looking at your static objects vs your organics I would say stick to your strengths especially if you're looking for a job. Take all your static objects texture and light them properly and create a reel with them. Put aside organic modeling for now and give your all to getting in the industry with your prop, environment work.

Good luck


12 December 2007, 08:50 PM
SpaceIdiot-yeah she does look like a baboon w/ those lips, shrunk em down quite a bit now. Hopefully it looks better then before,thnx

lildragon-thnx for the advice, I agree with u on hard surfaces being my strength. do prop guys model accessories on characters? I've decided to continue with this project, but going to try for hard surface costumes and accessories instead. probably will hide her ugly head on the next iteration with a helmet piece or huge goggles.

heres an update of tia in a soldier uniform w/ light armor: ( ( ( (

c&c most appreciated, going to make heavier armor and a bigger weapon now.

12 December 2007, 09:12 PM
Hey Vince, prop guys tend to do whatever is needed including character props and weapons. At least they do in my experience.

Don't be too discouraged, your model is getting there...
I'd say right now your working your normal map too hard. A lot of the forms could be hard modelled into the low mesh e.g. Knee pads. (polycounts are getting less and less strict)

How are you generating the normal maps? Are you using zbrush or mudbox? If so try to keep more of the silhouette of the high res model in your low poly model, some folds in the clothes, some hard edges that stick out slightly will go a long way to help your model look sharper, more interesting and less blob like.

If your strengths are props then treat each part of your character as a prop. Give a boots the care and attention you would as if you were only modelling a boot, and make sure you look at reference when your working. Take note of the laces and the form of the sole etc. And if all you do in a week is one nice boot, then at least you have a boot that can be recycled and refitted to other characters. Many characters are build from pre-existing parts, so having a high quality prop/parts character library is an enourmous advantage.

I would also consider working almost completley in zbrush or mudbox to begin with, and only moving on to textures when your satisfied with your progress (post up the mesh and get feedback here :)) If you do that and your high poly model is detailed enough then the texture work will be easier as you can use the high mesh to bake in a lot of texture details. Using programs like polyboost can make creating the low poly mesh a really quick and easy task too.

Thats just my 2 cents, feel free to disregard it :D

Good luck with the model!

12 December 2007, 09:36 PM
CG-Gordon-thnx for the advice, i took it easy on the normal map and reprojected the knee/arm pads, and body straps. also fixed her laces, didn't thought anyone would notice they were tied wrong. adjusted the sole of the boot too. (what u talking about, "-feel free to disregard your 2 cents" - ur 2 cents is gold) ( ( ( ( (

heres the hi-res sculpt of the heaveier armor. There seems to be something wrong witht the silouette of the tummy area from the front view, some design suggestions on that part or anything else would be appreciated: ( ( (

12 December 2007, 11:35 PM
In your second posted pic, it looks like her ass is in front. That area in general could use some more defining, maybe flatten the area towards the beginning of the leg.

12 December 2007, 12:44 AM
hi, an update on the heavy armor concept:

NME-Se7eN-flattened out that area so shes has less ass in front, also tried adding some lines to steer the eye away from that area, thnx for the tip ( ( ( (

comments and critiques most apprectiated

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