This is a continuation of a mode I posted in my sketchbook, and is a mid-poly model WIP intended for use in a real-time engine. Currently the body will be deformation friendly, but the face, not so much. Having a very hard time on the look of the eyes. I have recieved very negative feedback regarding the curve of the neck, so comments there would be helpful as well.
Nice, I especially like the protruding pelvis. There’s a plenty of room for optimization, but I guess you’re going to go back and do an optimization pass. Are you working within a tricount limit?
It doesn’t especially bother me, but I can see the issue people might have with the neck. Have you tried reversing the curve?
Nice work Dim, I dont know why people are being so negative towards the neck though? It matches the style of the woman fine and kinda opposes the bend of her back and legs, making her feel balanced.
Ill be interested to see the rig if u get around to it.
Is this for a game or something? Or just fun/portfolio work?
I thinks that the beauty of doing something that is stylised is that you can go you own unique way. Bunny offers a possible solution to the neck though. I think it works either way I dig her silhoutte, always the mark of a good character, it reminds me of vulture in a way
AD-Edge: Thanks. A lot of the feadback had to do with the mandible dropping below the neck which is a little awkward. This model is really mostly for practice/portfolio. It may be rigged, and I wish I’d though out the face more before I modeled it, just because it can not be rigged for any sort of facial deformation.
Other than the fact that she SCARES ME (she looks like she would be an innocent little gramma who EATS YOU!) I love it. The sketch is awesome, the concept is awesome and, as far as these nooby’s eyes can see, the model is awesome. Do you do tuturials?
Very cool model and character. To me, the head looks a tad too heavy (the big hair, I think) and the long neck doesn’t look strong enough to support it; it’s maybe a bit too long even for a caricature. The weight distribution also looks wonky in profile. I did a hatchet job in Photoshop to show some possible adjustments:
AD-Edge: Thanks. A lot of the feadback had to do with the mandible dropping below the neck which is a little awkward. This model is really mostly for practice/portfolio. It may be rigged, and I wish I’d though out the face more before I modeled it, just because it can not be rigged for any sort of facial deformation.
Why cant the face be rigged? it looks like it has loops in the right places.
Heh, yeah, she’s maybe a little on the weird side, proportionally. Yes I do some tutorials. I have been considering a mid-poly tut for game development for a while, but there are some things I still need to learn (including what cam software, what editing software, how to use them, etc.).
Thank you very much for the paintover Chip. I actually like that you shortened her head very much, though I don’t think I’ll bring her pelvis any farther forwards.
Snarf: I can’t rig the face largely because I modeled in an expression. The way it is now, she could never frown for example. She also has no upper lip or any geometry that would support her eyes. Essentially, when modeling for deformation, you want to model everything in it’s most neutral possible pose (her arms for example are between the two extremes of fully bent, or fully extended). THe face I have very much does not conform to that.
I actually prefer the more disproportionate version of the grandma than chipmasque’s edition (btw chipmasque, those were very astute and realistic observations, BUT) I kind of like the oddly long head and the bent-back back. It gives it kind of a storky, bird-like, animal quality that makes her more in line with a witch. The tempered-down, more realistic proportions make the feel of the character pop out less, I think.