Work in Progress (Armored Gal)- comments, suggestions?
by Pedro Gutierrez · in Artist Corner · 02/02/2009 (8:30 pm) · 7 replies
Hi everyone,
Been working on this female knight character and currently working on textures and animation.
Any feedback would be helpful.
www.3doasis.com/images/ArmoredGalPG001size1024a.png
-Thx
Been working on this female knight character and currently working on textures and animation.
Any feedback would be helpful.
www.3doasis.com/images/ArmoredGalPG001size1024a.png
-Thx
#2
I tried keeping to the 7 or 7 1/2 heads proportion
02/03/2009 (7:00 am)
thx rex, i'm glad that u like it.I tried keeping to the 7 or 7 1/2 heads proportion
#3
I think the proportions are a bit off. A few things I noticed:
The fingers should be just slightly longer.
The thumb should be further back toward the wrist.
The wrist should be wider.
The upper torso should be wider.
The neck should be thicker.
The legs should be thicker as well.
I you can provide a wireframe of the model, I could give you a better critique for how well the character is built for proper deformation.
From the perpsective view, I could not see the entire texture work. I would look for the seams, however the view does not show the commonly placed seams very well. Such as the inside of the legs and back. So you may have hidden those problems with the screenshot. Mutliple angles will allow the audience to see the quality of the work. IF there are no seams, you may want to focus on that fact by showing a shot of common seam problems such as a back shot or a posed low shot that show the inside of the thigh visibly.
A few helpful hints...
Try to model the hands so that the palm of the hands face the ground. This is a more natural pose, as most of the time your hands face your hips when dropped down. This also allows the geometry to accept the twisting motion of the forearm and wrist much easier during animation.
Use lots of reference images. Using a front and side is great. However, for the hands it is good practice to work with a top view to obtain the correct dimensions.
Also, if you have the ability to export geometry in your modeling package. Spending the time to create a quality hand can save alot of time in the future by importing that geomoetry for future models. This is true for other body parts as well.
Take care,
~jeff
jeff@shinstudios.net
02/04/2009 (10:14 pm)
I think the model is looking very good aside from a few tweaks.I think the proportions are a bit off. A few things I noticed:
The fingers should be just slightly longer.
The thumb should be further back toward the wrist.
The wrist should be wider.
The upper torso should be wider.
The neck should be thicker.
The legs should be thicker as well.
I you can provide a wireframe of the model, I could give you a better critique for how well the character is built for proper deformation.
From the perpsective view, I could not see the entire texture work. I would look for the seams, however the view does not show the commonly placed seams very well. Such as the inside of the legs and back. So you may have hidden those problems with the screenshot. Mutliple angles will allow the audience to see the quality of the work. IF there are no seams, you may want to focus on that fact by showing a shot of common seam problems such as a back shot or a posed low shot that show the inside of the thigh visibly.
A few helpful hints...
Try to model the hands so that the palm of the hands face the ground. This is a more natural pose, as most of the time your hands face your hips when dropped down. This also allows the geometry to accept the twisting motion of the forearm and wrist much easier during animation.
Use lots of reference images. Using a front and side is great. However, for the hands it is good practice to work with a top view to obtain the correct dimensions.
Also, if you have the ability to export geometry in your modeling package. Spending the time to create a quality hand can save alot of time in the future by importing that geomoetry for future models. This is true for other body parts as well.
Take care,
~jeff
jeff@shinstudios.net
#4
I've fixed (or tried to :P) fix some of the issues you addressed and have the new pix here.







As for the issues with the texture mapping, I've tried fixing several seams but I'm having difficulties getting both sides to match, especially with the greaves and the back of her plate armor.
- Thank you,
Pedro
02/07/2009 (5:49 pm)
Thanks for all the great info Jeff,I've fixed (or tried to :P) fix some of the issues you addressed and have the new pix here.







As for the issues with the texture mapping, I've tried fixing several seams but I'm having difficulties getting both sides to match, especially with the greaves and the back of her plate armor.
- Thank you,
Pedro
#5


Seams along the hands, greaves, and body armor have now been fixed.
- Thank you,
Pedro
02/08/2009 (6:07 am)
Figured out how to fix all my seams using blender texture painting. Thank goodness and thanks to Jeff for pointing these problems out. Here are the results: 

Seams along the hands, greaves, and body armor have now been fixed.
- Thank you,
Pedro
#6

Ga...what happened to my image, clipped it a bit I guess. I'll try to clip it down...
02/09/2009 (2:50 pm)
Here's an image of the latest female avatar mesh I'm developing....there's still a bit of smoothing out of some spots I need to do. It's based upon the human physique of a ~6'+ tall woman, :)....an 'ideal' of someone, I'm sure, lol. Cheers!
Ga...what happened to my image, clipped it a bit I guess. I'll try to clip it down...
#7
02/09/2009 (5:05 pm)
Wow, great work Rex. I really like your texturing on this model. The details on the eyebrows, ears, and hands really stand out. Though I think the ears should be a little lower and jaw line smoother.
Torque Owner Rex
BrokeAss Games