View Full Version : Ventress Character Model

08 August 2010, 12:11 PM

This is a model I'm currently working on. She's Asajj Ventress, from the Star Wars Universe. My intention is to make a complete cinematic model, as seen in the recent game cinematics from Blur Studios. She's in the sculpting stage now. So far I've used XSI and Maya. I'm currently trying to figure out how to combine displacement maps. As I understand it, 32 bit displacement maps can't be combined in external editors. So, I think I'll be using 16 bit maps. Any critics and comments would be very welcome.

Thanks in advance.

Concept Sheet:

08 August 2010, 05:05 PM
I lit a few sequences of her on Clone Wars and she was my fav character.

I feel like you've missed a few important cues to her distinct look though, like the arched, angular eyebrows, the sharp jutting jawline, big curvy lips and small, straight nose. And you're hiding her most distinct feature under the small hood: her bald head! Either have her hood down or make it much wider.


08 August 2010, 06:14 PM
Wiro: Thanks for the headsup! The head's definitely not done, and I'll be sure to work on your pointers. I'll make a version with the hood down. She was my fave character too and I admire your work in the series .

08 August 2010, 09:27 PM
wow. Ventress is one of my favorite Star Wars characters and I really love your take on her.
Costume is amazing and I like the facial expression too.

Great model, definitely gonna watch this...

08 August 2010, 12:31 AM
Thanks Joe,
Well, I did something stupid today...inspired by this thread I went and ordered the 12" figure you used as ref. Meant to do it since forever but couldn't justify the price. Somehow I did today :)


08 August 2010, 05:37 AM
andreitt: Thanks, she is a great character, I hope I can do her justice. Really like Dermot Power's original concepts of her.

Wiro: I'm glad this helped you make a decision! A great investment, imho. I've made some changes keeping your crits in mind. The second image is a displacement test in maya with the mental ray sun and sky environment.

Crits on the model and the sculpt are welcome. Going to start texturing soon.

08 August 2010, 05:33 AM
Texturing WIP. Started work on the skin as well. Crits on the textures and materials are very welcome.

08 August 2010, 09:30 PM
I love everything about this model except:

Her entire body is waaaaay to shiny. The majority of her clothing should be cloth, and appears to have a reflection on it, even the hood has a reflection - I'd fix that issue right away.

The next thing I can recommend is rework the facial texture, it looks like a doll face.

No offense, just calling it like I sees it. :)

Otherwise, amazing modeling!

08 August 2010, 07:50 PM
The face has improved.
Looks more natural but it doesnt have the character in it that the photos at the top have. Very difficult that one. She is looking stiff and the figure isnt flowing. I think that has to do with the sculpted anatomy (weight and expressive forms) and the pose. She has a rod in her bottom. Make a lot of figure sculpts, till they come out of your ears. I wouldnt worry about texturing yet.

08 August 2010, 03:42 AM
joryayer: Thanks, the diffuse is plugged into the spec slot right now, hence the reflections.

Kanga: Thanks for the input, I'll keep working.

08 August 2010, 04:38 AM
Kanga: Thanks for the input, I'll keep working.
Great, because you have some really nice stuff in there and it would be terrific to see you bring it out.

08 August 2010, 05:57 AM
wtf is up with it, my figure still hasn't arrived.

Anyway, I aggree with Kanga. It's hard to get a neutral pose to emote but even so you can see that her face isn't there yet. The elements (mouth, nose, eyes, face structure) don't look consistent. You've tried to make her mouth emote "badass" but it's kind of come off as sour. Don't overdo it. Ventress is not angry through squinting eyes and drawn down mouth corners. In fact what makes her cool is that she's very neutral and cold in her face. It's all in her makeup and pose.

The Ventress I see also has a different body type. She's more slim and lithe, almost fragile which adds contrast to her dangerous nature. Yours is more muscular.
Which is fine actually if you're just doing a "Ventress-like character" (because your anatomy looks quite decent...just not the right body type) in which case I'll talk more about the shading. Which needs a lot of work. The skin at the moment looks almost ambient, like it's self illuminated or more likely got far too much subsurface scattering on. It's also way too specular. Your textures also seem too saturated. Try to literally slash your saturation by half (hood, armour and all) and then up it from there. Remember, the more saturated your textures, the less you can influence them by light.


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08 August 2010, 05:57 AM
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