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On The Horizon Working on something? With a 2D or 3D app? Is it SF - Fantasy - Real world? Let's see it!
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February 10th, 2003, 08:41 PM
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#1
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Guest
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female character model
Well, I'm taking a bit of a different spin on things now that I'm finally coming up to speed a bit with Maya. Right now I'm working on a character model, a female whom I've named Lisa. Its subd's but I'm doing everyhting on level zero. I think the next character model I do, I'll try and use the hierarchy levels.
Anyways, I'm trying to make her attractive without seeming sluttish. Soon I'll give her some eyelashs/eyebrows and obviously some hair (although I haven't decided what method I'll use for that yet)
Oh and yeah I know she needs ears Anyways ignore the seem and the throat.
Comments and critques are most welcome
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February 10th, 2003, 09:23 PM
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#2
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Formerly "Warrior" The Last Starfighter Owner
Join Date: Jun 1999
Location: Rylos
Posts: 4,054
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Color her blue and you have a Bolian
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February 10th, 2003, 09:23 PM
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#3
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Guest
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You are alot farther than me! My head looks like something out of Easter Island!
though I'm only up to the hand tutorial.
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February 14th, 2003, 11:31 AM
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#4
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Guest
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Well she won't be Bolian material after I merge the halves together
Yeah I've found that doing anatomy is a hell of alot harder than I first guessed.. I have a few hand experiments but they definitely need work. Ah well, a good learning experience.
Ok here's the latest wip pics. I widened the jaw line, and also increased the cheekbone definition a bit. Also, made some ears for her. I'll get to the hair soon, I'm not sure what method I'll use to attack that yet.. What do you guys think?
Comments/critques are most welcome
Last edited by JasonA; February 14th, 2003 at 09:08 PM..
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February 15th, 2003, 11:08 AM
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#5
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Guest
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Just wondering how is she constructed? Are those subdivisions mostly? Also is the ear directly connected to the head or is it just floating there?
Keep up the good work! I know how hard this is!
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February 15th, 2003, 11:37 AM
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#6
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Guest
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Thanks Tom,
It's maya's subdivision surfaces, and this is the subdivided model. Its basically 'boxmodeling with meshsmooth', but I'm not using the heirachy levels yet. Everything here is on the base model (which is getting kinda dense, at least on the face). I'm doing some research about the benefits to using the higher levels as opposed to doing everything on the poly cage. I think on my next head, I'm gonna try just using hierarchy with a really low poly base instead of squashing everything into level 0 cause its just getting harder and harder to avoid non-quad poly's.
Oh and the ear was first modeled seperately, and now its welded to the head so its one continuous mesh.
Truthfully, I'm finding this very challenging but in a very intriging way. Definitely a growing experience!
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February 17th, 2003, 01:54 PM
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#7
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Guest
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Well at this point I've gotten most of the torso body portion fleshed out, and added some hands. Also, did some small reworking of the arms. I decided to crudely flesh everything in and then go back and add the fine detail on parts that need it (ie face, neck and hands for sure) Now I got to spend some time fleshing out the legs, add some feet.
Comments and suggestions are welcomed
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February 17th, 2003, 02:49 PM
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#8
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Guest
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Her neck seems very chunky for some reason. Perhaps I'm jaded by too many years of animé. In fact now that I think about it her whole head seems slightly large compared to her body. But yes, her neck, compared to the width of her shoulders, is very thick.
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February 17th, 2003, 07:27 PM
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#9
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Guest
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yup... neck is thick. Also I think the hips are a little slim for the ribcage.
Also esthetically I think you might want to soften her chin. It seems not petitte enough.
Also she seems to have an adam's apple. Only men have that bump on the larynx.
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February 17th, 2003, 07:40 PM
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#10
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Guest
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great feedback guys, ok I'll go to work on it. I don't think the neck will change much in terms of its width, but I infer that the shoulders are probably not wide enough. Someone mentioned it on another board as well..
I think what I'll do is widen the shoulders, ribs and hips some. Smooth out the adams apple and tone down the neck tendons. And the comments about the chin is a good one, maybe that'll help her looks some. thanks guys,
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February 17th, 2003, 08:08 PM
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#11
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Guest
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I think u might need to move her jawline back in, to me she looks too manly with the wide jawline
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February 17th, 2003, 09:37 PM
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#12
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Guest
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Yeah I've been tossing up about that. Actually in the beginning I had the jawline alot more 'in' but then I kinda liked the lara croft look, and loosely based some of her attributes on her (and also sandra bullock). See below
I think one complication i inflicted upon myself was not basing this model of a specific person.. this will make her looks more challenging. Course, there's always makeup
and also
Last edited by JasonA; February 17th, 2003 at 09:41 PM..
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February 18th, 2003, 08:26 AM
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#13
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ÜberBrückenMeister
Join Date: Dec 2000
Location: Washington, DC, USA
Posts: 464
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Jason, nice of you finally to return to modeling (it looks good so far), but don't you have an Enterprise-A mesh to finish and release?
Last edited by seanr; February 18th, 2003 at 08:29 AM..
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February 18th, 2003, 03:43 PM
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#14
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Guest
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yeah, the workflow for Maya is alot different than max, so the adjustment has been kinda tedious. And thanks, she definitely needs work but I'm kinda liking this so far... If I can be successful at her, a male body is next up
As far as the Enterprise goes, well, I'm spending a bit of time on it but not that much. Likewise with the Discovery... I'd really like to put together a modeling demo reel and I need to be doing more stuff than just trek. Not that I'm giving up on them, but its kinda back burner for the time being. Well, maybe I should go do some work on it :P As far as releasing it, well I'm pretty reluctant to letting my models go.. being a somewhat nobody, I don't think that would be very advisable. Besides, there are already excellent models out there, (Dennis's/Dak's models) and more excellent ones on the way (Cobras amazingly detailed model, I think Nutzy has one underway). So ultimately, my won't be all that stellar anyways.
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February 18th, 2003, 04:32 PM
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#15
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Guest
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Actually your sholder width is fine. What is causing the impression its too skinny is because your deltoid is too compacted. If you look on your arm it actually travels more down your arm toward your elbow.
Also I think your face tend to be elongated vertically. There is alot of distance between her lip and the bottom of her chin. Also the distance from lip to nose is about as far as you can afford.
One other thing to be careful of. Look at your reference girls. The top of the eyebrow and ear tip is fairly close. and the bottom of the ear is about level with the bottom of the nose.
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February 27th, 2003, 10:10 PM
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#16
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Guest
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Here's my latest update on Lisa. I've been going back and pushing/pulling more edges all over her face and body. Mainly I followed up on several of the suggestions that several folks pointed out. I'm still having some annoyances with a few parts but its coming together much better.
I've also been redoing several parts of her torso and adding edges to get some of the anatomy down correctly. The hands are still pretty unrefined as are the legs (and the non-existent feet). Definitely next time I'm gonna use the heirarchy as opposed to modleing everything on the poly cage.
Anyways, let me know what you all think of the overall head/body so far folks. how does she look?
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March 6th, 2003, 09:59 AM
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#17
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Guest
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thanks! The hands are a wip right now. I'm working on a male set of hands then a female. what you see up there is my second attempt.. The legs are still very crude and the feet don't exist yet. As for the hair, yeah I'm still thinking about that. I need to find a hairdo I like that I think I can model..
more to come!
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March 29th, 2003, 06:22 PM
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#18
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Guest
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April 20th, 2003, 09:45 PM
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#19
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Guest
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Status?
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April 24th, 2003, 08:06 PM
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#20
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Guest
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stuck on making good feet for her... kinda in a jammed phase right now..
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