Game Development Community

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?
roia.servegame.org/images/woman.jpgThe head and body are not connected yet, so thats why there is some strange stuff going on at the neck.
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#1
12/16/2006 (11:14 am)
Is it 6k as a Quad? or 6K as Tris?
#2
12/16/2006 (11:28 am)
The model is currently 2986 quads. (well actually there are a couple tris in there somewhere)
#3
12/16/2006 (1:04 pm)
I wouls take a look at the stomach area, it seems a little flat especially from the side perspective.
#4
12/16/2006 (1:20 pm)
Looking good Kevin. You a fan of "No One Lives Forever"? ;)

The flow on the skirt (how the polys travel) looks a bit odd but it maybe just the low rez image. That's an area that could cause problems when doing any deformation. The flow on the face looks good but the lower jaw seems to be jutting forward a bit... again could be the angle.

Given the tilt in the pelvis, you might want to add a bit of definition in that area but only if the skirt is tight fitting. Otherwise I think it looks fine for now.

Do publish a shot of it skinned and pose it when you have it rigged. Good Job :)
#5
12/16/2006 (2:55 pm)
Here is a pic of the face closeup to show the jawline (I do think the jutting out is an illusion from that 3/4 angle).
Also I included a see thru of the skirt area to show the underlying stomach area. Should the skirt be more fitted in the front?
roia.servegame.org/images/woman_2.jpgI really need to do something about that neck area!
#6
12/16/2006 (7:34 pm)
Work on the neck first :)

The definition on the skirt is really up to you. Remember you have a texture map to apply and that can define that area to with carefully shading. Still, you've asked for input so I would say "yes", more form fitting.

I also think the problem I saw was not the lower jaw but the upper lip. The angle from the nose feels to sharp. Bring it forward a bit. Just a suggestion :)

www.crowtrees.ca/temp/womanMod.jpg
Looking good. Keep at it and keep posting :)
#7
12/17/2006 (9:54 am)
I fixed the neckline and also made the skirt fit tightly.
roia.servegame.org/images/woman_3.jpg
#8
12/17/2006 (10:04 am)
Wow, now that looks very nice. I cant wait to see it textured.
#9
12/17/2006 (10:06 am)
Nice model, Kevin.

i'm a programmer not a modeler,
so i'm curious what's going on with this what-looks-like-a-6-sided-polygon:

img187.imageshack.us/img187/9470/hexagonut0.png
.. is that actually two quads, just with some internal edges not shown ?
#10
12/17/2006 (12:32 pm)
That is actually 2 quads with one edge not showing. For some reason it isn't showing a few of the edges.
Here is a shot that shows all the proper edges as well as the underlying mesh of the top of the legs:
roia.servegame.org/images/woman_4.jpg
Next step = get some textures and get her rigged up for posing.
#11
12/17/2006 (12:33 pm)
Gotcha. cool, thanks for the reply.
#12
12/17/2006 (3:14 pm)
Nice model Kevin! Gonna be really nice once it's skinned.
#13
12/17/2006 (4:50 pm)
Model looks okay however it seems like she is suffering from some major proportional issues.

You may want to check your poly usage it seems a bit all over the place an unevenly distributed
#14
12/20/2006 (11:00 am)
I've been working on trying to get some textures on this lady. After playing around for a while trying to get Blender to bake some light maps for me I found out that the newest CVS version has this feature built in, which means future release of Blender will include texture baking! I would recommend to you Blenderheads out there to get the december build of Blender from blenderbuilds.com and try out the new texture baking features. Anyways, here is what I've come up with so far. It's still pretty basic and I'll be adding some more layers of texturing but here it is:
roia.servegame.org/images/texture1.jpgThese are screen shots from ShowTool
#15
12/22/2006 (8:26 pm)
Got her rigged up though it still needs some fine tuning and the texturing needs more work.
This is a lower poly version (3780 tris).
roia.servegame.org/images/pose2.jpg
What you all think so far? Any suggestions/ideas?
#16
12/23/2006 (1:49 am)
Very nice, like you say, the texturing needs some work. All in all though, I think it's pretty good.
#17
12/23/2006 (4:39 pm)
Texturing needs work to define features, still has proportional issues that need to be addressed
#18
12/23/2006 (7:46 pm)
Ok, I fixed up the texturing and the weight painting around the skirt and leg.
roia.servegame.org/images/pose4.jpgWhich proportional issues are you talking about?
#19
12/23/2006 (8:46 pm)
From a brief glance the waist comes in too small, the arms look short and the legs long. hard to tell from the angle shots though :)

I would google for a female proportions reference image and see how the model matches up to it, but its coming along well :)
#20
12/23/2006 (10:02 pm)
You were right about the arms being too short, though the legs being too long is an illusion of the angled shot.
roia.servegame.org/images/pose5.jpg
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