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Thread: Yarr! Pirate Girl for CGChat!
October 8th, 2005 #1
Yarr! Pirate Girl for CGChat!
Ahoy. Working on this for the CgChat challenge, Sexy Babe with Enormous Weapon. Modeled it in two days, yesterday and today. I need some more feedback about where to cut polys, the best way to model costume pieces and stuff like that.
I'm a little tired (I lie, I'm actually a lot tired) so I'm going to stop typing now and just post the pictures.
Hide this ad by registering as a memberOctober 8th, 2005 #2Registered User
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I think you're going to need a bit more geometry mang. that's gonna look a bit choppy even when subdivided
October 8th, 2005 #3
Can't subdivide. The limit is 3500 triangles for this, including the weapon.
Speaking of which...
At 3366 triangles right now. I still have to add another belt and then I'll see what I have left to play with.
October 8th, 2005 #4
And the modeling is done! Well, except for minor tweaking. I may have to figure out where to cut some polys so I can make her necklaces separate peices, but failing that I'll just texture them on.
Two under the limit and three days of work. Whee-la!
October 9th, 2005 #5
She looks a bit like she's been hit over the forehead with a shovel. You need to pull that out a little. Other than that, i dont see anything wrong at the first glance.
But now to what i REALLY posted to say:
Its about your signature. Youre wrong, pirates are WAY cooler than ninja!
October 9th, 2005 #6
The lips are not folding correctly. Our lips roll inwards and tuck inwards towards the corners, they don't just meet and go different directions. Good lips are important on all human characters (edit: if they have to talk). You could probably save some geomtery on the shoes. That part where the rubber on the bottom meets the leather on top can be done with textures and I think the extra poly's would be best used elsewhere. Another poly-saving tip, change the weapon type. Give her a HUGE Final Fantasy XII type sword. That thing will eat up significantly less poly's. I've also noticed that her thigh piece is sort of modeled in. I believe that's something that would be added via textures and not modeled in something that is this low-poly.
Hope some of that helps.
Apathy, the new political party. "Just because it's bad doesn't mean it couldn't be worse.. so in reality we're doing great!"
October 9th, 2005 #7
No-go on the weapon. HAS to be the harpoon gun. Going for originality points, and this character is actually going to be used in my senior project (slightly higher-poly, though) and she needs her harpoon gun. It's the precious...
I will look into everything else, though. Tomorrow. Or Tuesday. After I sleep and don't have to work all day ringing up people's groceries. Blargh.
October 11th, 2005 #8
Arr, update. At 3422 polys right now, and that's with both necklaces modeled separately, more hair polygons so that she has some depth, and some earring polys I added in there because she needed more jewelry, dammit.
Yarr. I be sleepy. I start the unwrap tomorrow, unless anyone has any suggestions of glaring issues that need fixing.
October 11th, 2005 #9
yah, get rid of the modeled in thigh-armor bit... the extra polys dont change the look of the model at all... might as well save that detail for texture. Make sure EVERY poly is defining a curve or form that is visible, because if it's not, then it's a wasted poly.
Been watchin this one on cgchat... good luck in the comp
October 11th, 2005 #10
*sigh* All right, all right, I'll get rid of the thigh piece. I was very attached to that for some reason, but if I ditch it I can use the polys elsewhere. Maybe eyelashes and some more hair transparencies... Or I wanted to make some of the lace trim transparency mapped, so maybe I'll do that. *ponders*
Anyway. The unwrap starts tonight. Thanks for your help!
October 11th, 2005 #11
here's an extremly 3D-n00b-ish question but what program are you using for this work?
Reminds me of good old nendo, the only program I could ever model in...
I am the captain of the farm!
October 11th, 2005 #12
Softimage XSI 3.5. I need to update to 4, at least...
October 11th, 2005 #13Registered User
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Cool that you are turning this into a 3d game model. I am a professional environment/character artist.
I like the fact that you have a concept piece. Although Front and side views can help for proportions.
The way we always model is not to aim for the target polycount but to make it look good. Meaning Model this character til it looks good then de-res it after the fact. That way you can selectively delete faces that you may not have thought of anyways.
Just a heads up...keep it up
October 16th, 2005 #14
Update! In COLOR!
I don't really wanna post these, as they are still TEH UGLY!!1!one, but I figured I'd just do it anyway, get some feedback and remind everyone that I am, in fact, still working on this comp.
Yarr! No transparencies yet, and no work on the hair, either. Mostly just figuring out my basic shading, as well as some work on the fact. It has been far too long since last I textured... Blargo.
Feedback is my friend.