Hey everyone. It's been a while since I've posted anything new. As usual, all critiques and comments are welcome. This is a medium poly (4000 triangles, no quads) videogame character that i modeled and textured for my portfolio.
Here's the texture map. The real one is 1200x1200.
[img]http://www.oshadog.com/jake/images/textures/oksana.jpg[/img]
[url=http://www.oshadog.com/jake/images/modeling/oksana_mov.html]Click here for a turntable[/url]. (500k)
I think you did a good overall job here. Especially with the texture maps. I think though that you can probably reduce the poly count pretty easily without any quality loss. You might wanna try having several maps instead of one (256 resolution). Head/top body/legs/hands and tools. But you got it pretty much man. Did you use a reference to model her?
Wow! The ultimate compliment on the highend3d board: NO REPLIES! But seriously. That must mean that it doesn't really bother anyone. Either that or it sucks so bad that nobody wants to deal with it. Gmask: She's on her way over to your house to raze your crack laboratory you have in the attic. Flame on, brother. Davealpha: You're right about the poly count and multiple maps. This is just sort of a challenge piece for me. I just wanted to make it look good. I chose to do one UV layout so that i can show people the whole map at once. You understand. When I modeled her, I was living with my friend Gianvito. I had no modem, no scanner, no tv, no telephone. Basically, I just used my "Atlas of Human Anatomy for the Artist" by Stephen Rogers Peck. I sketched her into my computer with my wacom pad (MUCH harder than it sounds) and used that for reference.
mmm i agree with the need to perhaps optimise a bit. I got a similarly detailed model away at about 2200 polys. although it isnt very well prepared for animation. (still getting to grips with that.) also my face leaves alot to be desired, you appear to have used half your polys on the face? might be overkill.
textures good. could mayby add a little more relief to the arms and neck, could try mirroring the vest and face, (although you do have subtle differences on either side)
the shading on the top of the "breast shirt stretch" could be subdued a tad, and the underside cranked up a tad? ummm.... you could add a little bit of puckering where the straps interfear with the shirt?
and, um there is something a tad uncool going on with the little tshirt tuck in roll thing. it seems a bit primative, perhaps if it wasnt as uniform, eg less like a bmx tire down her shirt?
Really nice texture work, design, and proportions! The only thing that seemed weird to me were the ears when I was viewing the 360 degree rotation of the character. (seemed fine in still frames) From the back the ears seemed to stick out way too much. Even for somebody with crazy ears they still seem too overdone. That's just one tiny thing I noticed though. I really like the work you've done here overall, especially the face texturing.
for xbox: microsoft reccomends 3000-5000 polys per character in low to medium crowds. You are dead on with the poly count, though i think perhaps more detail could have been added in certain areas and left out of others.