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3 Dimensional Chat / female model - high poly.

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james1980
22
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Joined: 18th Sep 2002
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Posted: 14th Jan 2004 02:13 Edited at: 14th Jan 2004 02:17
well it not done but i just had to post it.
took about 40 minutes to get this far.
as you can see it's not finshed.
just started the head and it comming out nice.


lcfcfan
22
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Joined: 19th Feb 2003
Location: North East, UK
Posted: 14th Jan 2004 02:25
Looking good so far keep at it.

arras
22
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Joined: 3rd Feb 2003
Location: Slovakia
Posted: 14th Jan 2004 04:54
You still need to work on hands/fingers/feets ...othervise nice
QuothTheRaven
22
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Joined: 2nd Oct 2002
Location: United States
Posted: 14th Jan 2004 05:02
What software?

james1980
22
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Joined: 18th Sep 2002
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Posted: 14th Jan 2004 05:51
Maya 5.0.1 rendered in mentalray.
Slayer
21
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Joined: 15th Nov 2003
Location: CA
Posted: 14th Jan 2004 06:09
The left foot looks a little off.

I dont know how to spell
Easily Confused
22
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Joined: 22nd Oct 2002
Location: U.K. Earth. (turn right at Venus)
Posted: 14th Jan 2004 06:23 Edited at: 14th Jan 2004 06:31
So Captain Janeway has finaly had enough and cut Seven of Nine's head off for running off with Chakotay

I could be wrong but I think the breasts need to be raised a bit, they look a little low.

Programming anything is an art, and you can't rush art.
Unless your name is Bob Ross, then you can do it in thirty minutes.
actarus
22
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Joined: 29th Aug 2002
Location: 32 Light Years away
Posted: 14th Jan 2004 14:43 Edited at: 14th Jan 2004 14:46
Without a wireframe screencap it is close to impossible to judge of the mesh,especially for the edgeflow which is a crucial part of the definition of the shapes AND without exceedingly cut in detail.

Also consider making a smaller image with closeups and different angles such as side,front and iso.

From the smooth rendered lone angle shot I can tell you this.The base neck would need to be a bit less wide,unless you're going for a fitness look.

The shoulder blades need a little more curvature,from this angle at least, here's a link with some nice anatomic tips for the blades.

http://www.bartleby.com/107/49.html

Puff out the inside lower breast so there's a gravity feel around their bottom area.

The hands are wrong in many places,you need to make them a bit fatter and her thumb is too flat...Also note that the "index" finger is longer than the "major"(sp??) which is usually the opposite.

The hips don't look bad,but you should try following the bikini line and place the rows of vertice closer to each other in this area to simulate that sexy fold between the leg and hips.



BTW:Use a normal blinn or lambert shader on organic geometry and get rid of those unnatural looking specular lights on her,note that this will also help you visualize the mesh and it's shapes much easily according you have a nice light setup.

The rest looks good to go

BlackBird thinks he owns the sky,
But he can't look me in the eye,
-Andy Bell
james1980
22
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Joined: 18th Sep 2002
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Posted: 17th Jan 2004 00:17
soon i will have another screen.
and when i get time i will finsh the head.


slayer-The left foot looks a little off.
i just blocked it out for now no tweaks were made.

arras-You still need to work on hands/fingers/feets ...othervise nice.
those were also blocked out.

lcfcfan - thankyou.



Easily Confused -I could be wrong but I think the breasts need to be raised a bit, they look a little low.
your wrong they start at the arm pit.

actarus -BTW:Use a normal blinn or lambert shader on organic geometry and get rid of those unnatural looking specular lights on her,note that this will also help you visualize the mesh and it's shapes much easily according you have a nice light setup.

the shader is just so you can see the shadow better for the render.
and the wire frame don't matter for a non game model and all the tweaking will be done last not while i build the model.
Don Malone
22
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Joined: 27th Apr 2003
Location: Birmingham, Alabama
Posted: 25th Jan 2004 01:22
James,

Isn't the collar bone a little to sharp or contrasted. I missed it the first time I looked at it. You have a very nice model there. Interested to see the finished model.

Wasting CPU Cycles since the 286 was a hot machine.
james1980
22
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Joined: 18th Sep 2002
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Posted: 25th Jan 2004 04:55
Quote: "Isn't the collar bone a little to sharp or contrasted"

Yep.

well i have no time to work on it but hopefully soon i will.
thanks DBoy780
Don Malone
22
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Joined: 27th Apr 2003
Location: Birmingham, Alabama
Posted: 25th Jan 2004 06:27
I hoped I would not offend; that is never my goal. This is a nice model. Are you planning to use it in renders? It is just so sleek visually.

Wasting CPU Cycles since the 286 was a hot machine.
james1980
22
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Joined: 18th Sep 2002
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Posted: 25th Jan 2004 22:23 Edited at: 25th Jan 2004 22:24
when i get time it will look something like my favorite character from pso the HUcasel. i'll build the armor on top of the body

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