View Full Version : Character: Queen of Blades

12 December 2007, 06:56 PM
Hey again, second work I post in here. Started it a week ago and got the sculpting more or less finished a few days ago and taking some time off it to gain some perspective and hopefully some feedback on it, so anyway...

The model is based off the concepts of a further evolved Kerrigan for StarCraft 2 (there's a few pictures up on the official page of her new form), aswell as from a cover of what I believe was a novel from a few years back called Queen of Blades.

Not quite satisfied with her face, gonna toy about with making her eyes and lips a bit bigger to bring out a more feminine side hopefully.

The hair is going to be built up out of tentacles like in this next image, although since they will most likely all share UV space I've only modelled one so far.

So anyway, I'm looking for crits and suggestions on the whole model before I start finalizing and unwrapping my lowpoly. Since I'm still uncertain about the face, any suggestions about how to improve it into more likeness and/or a more mischievous feel would be greatly appreciated. So would any other feedback, of course.

What I've gone for on the model is a mix between SC1 and SC2 on the head and hair and fully SC2 on the body, all this carapace is fun to mold :)

Lastly, any maya user that knows how to pull off a Normal Bump (like the one in 3ds max)?
Normal + bump at same time that is.


12 December 2007, 07:45 PM
hey ivos:

nice looking model (

some suggestions for increasing the kerrigan feel are:
moving the ear from the side view
lowering the jaw
increasing the depth of the orbit of the eye
moving the nostrils a little higher
round out the forehead

looking forward to seeing her textured

12 December 2007, 09:47 AM
Hey Ivos, theres some very comlpex shapes going on in this character, nice details. I especially like the shoulder blades, the upper torso area and the spines coming out her back. As for crits I think the face is slighlty out of proportion, the chin is very small and doesnt have much shape to it. Check out some references (perhaps from ( find a face you like and observe the structure. The legs could use more basic muscle and shape definition this ( pic shows her leg form pretty well, try to match that, particularly the calf, pay close attention to the heel area and foot too. I think if you nail the face and the lower legs the rest will fall into place. Nice work looking forward to updates.

12 December 2007, 05:43 PM
Looking great.

The arms feel a little thin and long, in comparison to the rest of the body. I don't know if thats the look you're going for, or if it's because they don't have that crazy Zerg armor yet.

I can't wait to see more. Keep going.

P.S. Wings looking especially Zerg looking.

12 December 2007, 08:36 PM
Wow you got rich details :thumbsup:

12 December 2007, 05:48 AM
Been tweaking alot on the model since last post, especially the face (thanks for the feedback on it), which I may still continue to tweak past this point.

But...finally gotten to my "lowpoly", which after a ton of downsizing still sits at a hefty 12936 triangles. 8948 of these are the body, 2308 the wings and 1680 on the hair.
I can probably cut some away on the hair strands partially hidden beneath other strands but other than that I'm kinda at the limit, having shaved off about 6-7k triangles so far without damaging her siluette noticably.

Personal level up on this project anyway since I managed to squeeze everything into the same UV map for once.

Some more angles + headshot:

As you can see in this last picture there's still quite alot of polys in the face but since I'll be using her alot for animation, both full body and facial I don't feel I should cut away too much at it.

12 December 2007, 07:16 AM
The face looks much better now. Good job.

12 December 2007, 07:18 AM
Well this is coming out very nice and 12936 tri's isnt to bad
Are you planing on putting it in a Engine?

Looking great keep the posts up:thumbsup:

01 January 2008, 03:29 PM
HughieDM: Probably going to try to throw it into UE3 once it's done, mostly just for beautyshots or something, maybe some animations to see how the workflow for that is.

Worked some on textures, trying to flesh out a working set of colours:

I don't feel as though the "carapace" parts stand out as they should so will probably be testing different colours on those until I get a desired result. If anyone has a suggestion, feel free to shoot it this way :D

01 January 2008, 09:52 PM
Try using a bump map for the "carapace" stuff. I think that will help bring it out a bit. Your textures look great. Keep going.

01 January 2008, 12:26 PM
Got some colour over the rest of the body now, will run over it again for more detail and any possible changes from feedback after I've done the wings and rigged her.

Feedback most welcome.

01 January 2008, 06:52 AM
Update on texture, nothing left on checklist to get done on it but might do some tweaks after a few days since I usually spot something after a couple days away from working on a texture. Going to make a crysalis or whatever it's called for her to emerge from as a pedistal in the meantime. (

Click image for huge version.

Any crits or feedback on it so far?

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