PDA

View Full Version : Character: Woman Texture WIP (Nude)


3DBOX
07-30-2003, 09:03 AM
A serious attempt at eliminating seams, and develop a decent map. I have not textured the hands nor feet. And this is only a texture map so far. No spec etc.... also got her rigged pretty well (finally) Please C&C. let me know what im missing.

3DBOX
07-31-2003, 03:53 PM
138 views and not one reply!!!! Must be perfect......

SinnopS
07-31-2003, 04:28 PM
I would say that looks pretty good. The only thing is maybe she needs tan lines arround her brests that would come from bra straps.

cybernaut
07-31-2003, 06:47 PM
First off, the whole thing look really well done.

I am always interested in artists trying to capture a high level of anatomical realism, it's by far the hardest thing an artist can attempt. That said, about the only thing that feels a little off to me is in her profile. The way her skull is shaped, the neck and the way it joins tho the torso seems not quite right visually. It may be possible for someone to have a neck like that, lord know my posture isn't the best sitting at the computer for so long, but for a you lady a strighter line on the back might increase her femininity. Aside form that......very impressive!!!!

Any wires??, I love seeing how people organized their goemetry when it come to anatomy.

Cheers:cool:

Hervé
08-01-2003, 02:11 AM
Man has no words in front of a nice *****...... that maybe why.... I am not really conviced by your texture... nedds more frickles and some redish marks, tiny or small scars... this is your choice...

Cheers
also maybe no words, because everyone is batteling over the Lux/NT stuff...

iluvatar
08-01-2003, 02:19 AM
you must have NICE reference material @ home ;) LOL looks very good to me, every time I planned a 'realistic' human, I ended up with some kinda alien :p

3DBOX
08-01-2003, 09:43 AM
Thanks for the words ppl. For a second there I thought no one liked it.

Sinnops: will work on it. It looks like I dont have the map for her back in these picts, because I distictly remember a tan like around the small of her back.

cybernaut: thanks a lot. I agree with you completely. I was a little thrown off when I took a profile shot of her, but was not sure why. I've thrown in a few wires. These are about 4-5 saves back. I had to tweek the geomitry around the shoulder/breast area. (Not sure what its called) other than that the rest is still the same, just moved a few points here and there.

mattclary
08-01-2003, 11:36 AM
3DBox, looks realy nice! The only thing that bothers me is the chest area. It looks almost concave. She has what is sometimes called "slope titties". Pardon the crasness of that phrase, but it's accurate.

cybernaut
08-03-2003, 12:15 PM
Nice wires, thanks :)

If your not to far ahead with this model I may have a couple of helpful hints regarding the geometry. If you are set with the way it is now then that's cool too.

I noticed that you decided not to try to model her all muscled and ripped, smart choice, a time consuming task and a pain if you go at it the wrong way... I speak from experience. I have been playing with creating a virtual babe...er.... woman myself with a medium poly count much like your model. I have been trying to get the geometry down as low as I can without sacrificing detail, and being that she not ripped there's not that much detail. On that subject, I might suggest some bandgluing to pull her geometry down to it's bare minimum. From the general look of the legs and arms you could, IMHO, safely removed 10-15% of the geometry without sacrificing detail. I also noticed from the back view that the head seems to be just packed with polygons. Considering the simple shape of the skull you could probably merge, bandglue, etc. about 80% of those polys. Even if a few slightly unusual marks remain it probably won't make a difference as I would image she with not be bald in the final model...yes no?

I would love to see close shots of her hands, feet and face if you can stand to have me make more similar comments. Those parts are always the trickiest to get right. I've tried making hands a dozen times before I finally got something that was realistically accurate.

Keep 'em coming, I can't wait for an update. :) :) :D