Female Model WIP (almost finished)

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  08 August 2005
Female Warrior Model WIP (almost finished)

hey people,

this is my latest model, the last thing that remains for me to do is accentuate the armor on the body itself. so before i change the body topology i would like some input.

Last edited by warpyy : 08 August 2005 at 05:07 PM.
  08 August 2005
The topology is ok but there is a hell of a lot wasted geometry here lots polys doing nothing. The main offending area is obviously the pelvis/butt. Weird things happening on the back too. You could probably dump about a 1000 polys from all over.
  08 August 2005
i am not looking to dump polygons right now, i just want a solid form.
the back has some muscle topology, i can show you the reference i used, its not highly utilized right now but i might work some more on it.
  08 August 2005
well i took the time to remove some polygons from the heaps

  08 August 2005
i thought i'd get more traffic than this, too bad...
  08 August 2005
Looks good, except Saramago is right...waaaaay to many useless polys in the hips/butt region. I also am not sure what those X's are on each scalpula's. That is going to make for some odd deformations maybe.

Anyways, good luck its a good start!

"That's Me"

Tip: Using reference is not a weakness. It's actually a sign of strength.
  08 August 2005
basically some useless muscles lol,
but its for a purpose i have yet to find use for

anything else you have on your mind ?

  08 August 2005
if you want a 'gaming' critique, you've got way too many polys wasted. but then you said you didn't care. so that kinda leaves the rest of us with nothing to comment on.

That was the honest answer Saramago gave you. I know you're worried about proportions and the big picture, but that is why you're in trouble, sorta. It's so much easier to fix the prportions on a low poly mesh instead of a high poly mesh. Cut out all those pointless edge loops until it looks right, THEN start working on top of that to add the detail and curves.
You could probably remove 500+ polys from the hips right now and you couldn't tell the difference in shape.
The hair has a lot of polys too.

but overall i mean it looks pretty good. the face needs a lot of work, but the body proportions are good. hand looks a bit thin though.
  08 August 2005
the reason i dont care about the poly count right now is because this is for show and will probably never go inside a game engine, i am more concerned about topology and anatomy
rather than poly count

thanks for the advice though it wont go unnoticed.
  08 August 2005
like i said an hour ago the advice didnt go unnoticed, i have removed close to 600 polygons.
*hands enlarged, boots resized, removed edgeloops and unwanted polygons.

  08 August 2005
You say this is for show but I don't understand who you want to show it too anyone related to games will take one look and jump all over it. Even without the wire it is obvious how many polys she is carrying. I've only been doing this a year and I can tell at a glance. If you don't want it crited as a games model this isn't really the right forum. Is that harsh?
  08 August 2005
nope not at all,

i am taking all the crits in consideration no matter how i come across
i guess i went overboard with some polies but imo it looks good right now (front/side)
so unless you tell me a bit more specific which edgeloops should be merged or what do you think is too much, i guess i wouldnt know exactly what you mean

think happy thoughts
  08 August 2005
hes saying the way you modeled it is not suitable for a game environment
  08 August 2005
i have seen 8k models being used on game engines, i am not saying its okay but you cant realy say 5k is too much these days, beside thats not what i want to discuss atm.

like i said poly count is not what i am going after at this time.
  08 August 2005
Are you going to texture her...
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