WIP, woman.


(rwenzlaff) #1

This is my first attempt at a woman from scratch. I havent done a lot of work on skin texture yet (she also lacks finger and toe nails).

http://www.soylent-green.com/blend/mw12.jpg

There are a few other images there, I’ll post links since there is some mild CGI nudity involved and I wouldn’t want anyone to get in trouble for opening them at school or anything. Some places frown on it no matter how unrealistic it is…

http://www.soylent-green.com/blend/mw6.jpg
http://www.soylent-green.com/blend/mw5.jpg
http://www.soylent-green.com/blend/mw2.jpg

Bob (Aka detective thorn)


(IMProvisar) #2

Very nice work. Two things that catch my eye as being off though, the ears seem a bit funny, and the elbow joints need some work.

Keep it up, I can’t wait til I’m that good!

Imp


(Bapsis) #3

I think you should work on the cheek bone and jaw line, they give the face a masculine look. The rest is great tho, if she didnt look as tho she used steroids i bet she’d be cute. :wink:
Keep on keepin’ on and see what you can do with it. :wink:

Matt

Blend on, and blend well!!!


(rwenzlaff) #4

ok. I softened the cheek and jawline a bit. I’m finding a very subtle change is making huge differences. You really need to do an A-B comparison.

Give me your thoughts on this:

http://www.soylent-green.com/blend/mw13.jpg

Bob


(valarking) #5

MUCH BETTER.
nice job.


(paradox) #6

Yes much better, your right a subtle change does make a big difference. maybe that is one reason the human body is so difficult. Well done on your work.
Paradox


(BetaParticl) #7

I am also modeling a woman(third try actually, but I don’t have any place to upload a pic), and I’ve also noticed that seemingly insignificant changes make big differences. Not only that, but errors in one part of the model effect the whole area around them, making other things look wrong.

Some advice on the model, if you plan on animating/posing the model, it would be better to make the palms of the hands face down, and model the joints pre-bent a little bit. Its easy for armatures to straighten out a join, but they can’t create them without making them look like wet noodles.

BetaParticle


(shadowman99) #8

Nice work so far. I modeled a female in another thread recently using subsurf. I reached a stoping point, but I was disappointed that I couldn’t get a clean radiosity solution. Have you done any radiosity renders with your model, and if so, how did you get it to work? I haven’t been able to find a tutorial where a subsurf generated mesh is used in a radiosity render.


(paradox) #9

To use subsurf in radiosity you have to convert the subsurf object to a mesh first.
Paradox