Female model - part 1 of F1 Challenge entry- u/d 19th

This year I’m going for something ambitious for the F1 Challenge, and the first part of the scene I chose to do was a female model.

State of Play:

Basic texturing on head (spec map + colour map) - I’ll probably need to rework these before I finish. No other texturing yet - but all parts will be textured. I’m not one of these clever people who model the whole thing first:rolleyes:

Hair I consider pretty much done - short of some scene based deformations.

Rigging is at very preliminary stages.

Any crits/ comments welcome…

Below are other shots and wireframes, along with the hair setup.

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lookiun good soo far…but the clothes don look like they fit good…

great textureing/rendering and everything else too

Lovely model, especially the hair looks great. One thing: It seems to me like there would be a gap between lids and eyeballs.

Yeah, basically looking good but there are some points you should really change:

-the clavicle is much too sharp,
-the arm joint seems to be too thin and
the changes other people proposed in this thread

Thanks all for the replies.

Update:
Shoulder clavicle fixed.
Arm joint tweaked.
Numerous mesh tweaks inc many to eyes and face.
Completed texturing of the head, and preliminary upper torso texture.
Fiddled with the vest material - needs texturing though, and I’ll prbably change that material.

Here we go:

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Great model! My only peeve is that the lips look a bit angular near the corners.

Hey, the crease in her face just between her lip and her nose… uh… the… interlabial-nasal thinger–I currently forget its scientific name–seems a bit sharp, like you have the edge-loops too close together under the subsurf, or somethings pulled too far back, I can’t see from the angle but the shadow seems really steep.

Very good. Better than me, that’s for sure. She looks a little like she smeared on her lipstick too thick vertically. And too wide, so imho scale the lips down a little. From front on, the end of the lips should line up vertically with a third of her eye width.

A bit of an update:
Some mesh works - nasal thingy tweaked.
Mouth checked - is correct size - however the textures were too thick at the extremes of the corners - making it look wider - now reworked.
Upper body and top texturing pretty much complete.
Lighting changed to make it more outdoors and less indoors.
Shader tweaked for skin.

Thanks for all the comments, please continue!

I’ll have to make another big effort and texture the remaining bits, create some feet/ shoes and start rigging, at the moment progress is a little bitty.

To maintain my spirits I have quickly done a composite scene - using the default pose:

Below are the colour updates.

Thanks again,
Alex

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Her mouth is way too wide. Narrow it about by a quarter to a third and it should be fine. Other than that, nice work so far.

-albert

The clavicles in your model are very pronounced toward the shoulder and smooth by the neck.


this is the case when the shoulders are pushed forward.

When the shoulders are held toward the back in a more relaxed pose, the clavicles tend to be more pronounced toward the center, and the notch between them is visible.