Hi
i’m trying to model a solid, quad-ified anime basemesh for sculpting and normal mapping which I would reduce later to an optimal ingame mesh.
This is it so far
I’m not quite satisfied with the proportions yet and there are no hands.
Any good tutorials for making good hands? I’m always sloppy.
And yes, it’s in focused critique because i’m not seeking any “good work, great model, keep up the good work” type of suck-up posts. I find no use for those.
I don´t like the triangles at the sitting mechanism ^^ and face and the 5n-gons on the back, and in the face, also the triangles at the breasts have to go.
If its lowpoly for games its fine.
If you plan to use any form of meshsmoothing you´ll end up in hells kitchen with a heap of corrections later on. better correct your topology now.
As for the basic shape, its good IMO. always a matter of taste on anime/manga characters. But the area where the breast runs into the clavicle area is looking wrong.
When you look at the non wireframe pic where her left breast runs into the shoulder you got a clear sawtooth in the mesh.
Also the “spine” loop should not run down the legs then. it should either end at the coccyx (tailbone) or run through the crotch area.
Shoulders, elbow and knees will not deform properly if you plan to rig the char.
Well, good baseshape, but still alot to do there. I strongly suggest you get your hands on some good models (like buy some at renderosity, turbosquid, or daz3d for some bucks) and study edgeloops and topology a bit. Its tricky, you´ll most likely get your own style of doing loops, but it saves you tons of wasted time running in dead ends with a bad topology.
I think her breasts look like she has implants; it would be extremely unlikely for someone to naturally be that large. Of course it’s a matter of taste but I when I see her the first thing I think is “wow she must have implants”.
Apart from that I agree with most everything arexma said, and I think her legs look ever so slightly funny. Maybe the shins are too far back, and I think they’re too wide.
This is just the mesh for the sculpting part, where topology isn’t really a major concern.
The rigging will happen on a low poly mesh with triangle edge splits where appropriate for deformation.
Right now there’s only triangles around the pelvic area, around the eyes and around the ear.
Here’s a quick 2 hour sculpt of it, unsatisfied with arms and legs at the moment. Feet havve ‘simple slippers’ on them and hands will be done seperately (and they’ll wear gloves)
I fear this may be too detailed for anime style i’m shooting for.
The face i’ll have to rework out as i’m unsatisfied with the jaw and eyes, also lack of hair (hair is everything)
Your Last render, looks pretty nice Little to muscular, but I don’t know if your going for that or not It almost looks like a Little plastic Doll, good job, I soppose you could continue to tweak it but its not Bad by any means so If you used as is I don’t think you would have make complaints,
But I’m just a newb
I think the chin should be a little bit further forward, the nose a bit lower, and the shape of the head a little less convex.
What I mean is, the features look like they were drawn on to a sphere. You’ve done good so far, and If you can find the right balance, this face will be one of the best anime faces I’ve seen done in Blender.