Medium Poly Woman
by Kevin Roe · in Game Design and Creative Issues · 12/16/2006 (10:50 am) · 21 replies
I have been working on this model for about 2 weeks now and think its just about complete (minus textures and rigging). The next step will be to reduce the number of faces (currently about 6k) and get it down into the 3-4k range for use in the game. This shouldn't be too hard because there are alot of hidden faces that can be deleted like the scalp under the hair is still there and all her buttocks and things up under her skirt which will never get seen. Anyways, what do you all think so far?
The head and body are not connected yet, so thats why there is some strange stuff going on at the neck.
The head and body are not connected yet, so thats why there is some strange stuff going on at the neck.About the author
Torque 3D Owner James
The "female proportions" vary based on style and what you're looking for here is really an aesthetic, something that feels right and conveys what you want for the character.
For me, the forearms don't feel right but it could be the angle. The wrist maybe fine but the forearm makes it look inelegant, sausage like and lacking form. The forearm (as a general statement) is "thicker" at the elbow and slims down to the wrist. Look at your own arm for reference.
The face texture needs for definition and the lipstick is too pale for the skin and hair tone. If it's not lipstick, you need to bring it down to a darker (ruddy) version of the skin.
Again, use the texture to help define the anatomy.
Anyway, just my 2 cents. Keep at it, it gets better with each version :)