Bit of a rant, but there’s been lots of stuffing round to talk about
She currently weighs in at 3790 triangles, and I plan to just let this one slide and use as many as I want, up to 5.5k maybe. I’ll also make a 3k version when it’s done.
This has been an ongoing spare time project since the 3rd gameart comp. Since then most of her has been rebuilt, and particular attention has been spent in making low poly topology that follows muscle movement and holds realistically under excessive deformation. I also focused on using the default max biped with basic manually weighted blended vertices.
I’ve spent way too much time fiddling with this model… I think I’ve physiqued her at least 40-50 times. Just going joint by joint, moving verts round, messing with weight values, turning edges, then changing vert numbers and rephysiquing. Using basic joint rotation animations, I’ve compromised the weighting between various angles of rotation. I’ve also messed with biped bone placement to find some optimal positions.
As such I haven’t spent much time on the actual form of limbs and torso, and the head is higher than I’d like right now. Proportions are early, and not necessarily going to be realistic. I’d particularly like anatomy critiques and topology discussions.
Yes i know she’s a bit butch, thats more from the muscle study, I’ll tone her down later.
Anyway’s, I’m just going to keep chipping away until I can get the most out of it.
Time to mop the floors and watch a movie hehe.