Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 1 25-10-2012 , 09:37 PM
ckyuk's Avatar
Subscriber
Join Date: Apr 2003
Location: Great Britain
Posts: 1,336

Female Character Modelling Exercise

Was just going to post this in my other thread with the male ninja I'm modelling, but I intend to work on them both alternate days to both keep me entertained and to make sure I always have a fresh approach to them each time to help me notice whats wrong. So posting new tread not to get confused when people are posting criticisms. Not sure if it will end up as a character or just a female nude, but this is what i've got so far, started roughing out body tonight. Hope to make this model bit more anatomically correct than ninja.

Thanks, Ckyuk

Attached Thumbnails
# 2 26-10-2012 , 01:53 AM
Kurt's Avatar
Registered User
Join Date: May 2002
Location: Niagara Falls, Canada
Posts: 5,310
Just watch the chest area mate, right now its modeled like a mans chest as far as topology lines.

Below is a lower poly base mesh should help ya bit as far as topology.

Attached Thumbnails

I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

https://www.artstation.com/kurtb

Last edited by Kurt; 26-10-2012 at 02:11 AM.
# 3 27-10-2012 , 08:12 AM
ckyuk's Avatar
Subscriber
Join Date: Apr 2003
Location: Great Britain
Posts: 1,336
Cheers Kurt. I'll have a move around to try to match the sort of topology you have in that chest when I get back from work tonight. This whole issue of getting correct topology and edge loops, is it just for getting a cleaner better finished base model or is it because am I going to see big issues in deformation if I attempt to rig it up and animate without correct topology?

# 4 27-10-2012 , 09:33 AM
bullet1968's Avatar
Lifetime Member
Join Date: Feb 2010
Location: Australia
Posts: 4,255
Good start, there are a few things I see but as you are in WIP it may be moot. Why so divided BTW mate? Looks like way to many poly's for a blockout? Bigger boobs LOL...be better, Kurt knows his stuff. The elbow topo looks twisted the wrong way...a big dimple between the quad and hamstring. The calves look flat longitudally and there appears a dimple on the front shoulder muscle II havent learnt the names in Latin yet LOL). Like I said, could be all moot in a WIP, I would reduce the polys by half though. Keep up the hard yakka mate

Cheers bullet


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 5 27-10-2012 , 02:32 PM
ckyuk's Avatar
Subscriber
Join Date: Apr 2003
Location: Great Britain
Posts: 1,336
Hey guys. Thanks for the comments Bullet1968. I'm not too worried about the legs yet as haven't given them too much attention yet. However thanks for pointing out the shoulder on a second look your right it looks awful and I'm not sure how I ended up modelling that dimple, that's something I'll try to fix as soon as I do some more work on her. I see what you mean about the elbow, think that was just my poor interpretation of the muscles there, need to get some better reference for it. Also I've lost alot of polys as your right there was no need for so many at this stage, was only causing me problems.

As for the "chest" area. Is this more along the lines of what it should be like Kurt or have I just missed the idea still?

Thanks to everyone for help, really appreciate it, Ckyuk.

Attached Thumbnails
# 6 27-10-2012 , 07:12 PM
ckyuk's Avatar
Subscriber
Join Date: Apr 2003
Location: Great Britain
Posts: 1,336
Ok so after that I didn't go fix the shoulder/arms issues and instead got a little carried away and modeled her head. However as you can see I have loads of excess edges streaming from the edge of her mouth across the face causing issues. Whats the best way to reduce this without ending up with a load of 3 or 5 sided polys?

Attached Thumbnails
# 7 27-10-2012 , 08:28 PM
Kurt's Avatar
Registered User
Join Date: May 2002
Location: Niagara Falls, Canada
Posts: 5,310
Body is looking much better. Just watch the topo on the face a bit a around the mouth and eye sockets. .. Doing great keep it up.


I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

https://www.artstation.com/kurtb
# 8 28-10-2012 , 05:09 AM
bullet1968's Avatar
Lifetime Member
Join Date: Feb 2010
Location: Australia
Posts: 4,255
Looking good mate, keep at it!

cheers bullet


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 9 28-10-2012 , 09:07 AM
ckyuk's Avatar
Subscriber
Join Date: Apr 2003
Location: Great Britain
Posts: 1,336
Tried to tidy up the area around the mouth and added some hands and feet this morning. Ignore the tri's in the mesh its just how maya vector rendered it out (was mucking around trying new settings), it's still mostly quads at the moment sitting around 2.5k polys. At this point would you subdivide the mesh to start adding detail or is it still too early and I should be doing it other ways?

Attached Thumbnails
# 10 29-10-2012 , 12:19 PM
bullet1968's Avatar
Lifetime Member
Join Date: Feb 2010
Location: Australia
Posts: 4,255
the head looks flat on the back mate. No if it were me I would whack it into Zbrush and have a go...cant hurt...well not much LOL

cheers bullet


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 11 29-10-2012 , 07:35 PM
ckyuk's Avatar
Subscriber
Join Date: Apr 2003
Location: Great Britain
Posts: 1,336
Only issue with that is I have no clue about Zbrush user added image

# 12 30-10-2012 , 12:30 AM
bullet1968's Avatar
Lifetime Member
Join Date: Feb 2010
Location: Australia
Posts: 4,255
If you have a poweful enough PC then you can do it in Maya, just not as detailed. user added image

Cheers bullet


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 13 30-10-2012 , 11:27 PM
ckyuk's Avatar
Subscriber
Join Date: Apr 2003
Location: Great Britain
Posts: 1,336
Tried to model a little more definition to muscles and added a simple shader. Although I realise there is still alot of improvement needed on the model itself, I'd like to jump ahead of myself a little here and see it with some hair on. What do you guys finds works best as I've NEVER done any sort of hair. Maya's Pfx? Textured nurbs planes? Any other method?

Attached Thumbnails
# 14 31-10-2012 , 08:59 PM
ckyuk's Avatar
Subscriber
Join Date: Apr 2003
Location: Great Britain
Posts: 1,336
Is been so long since I've used maya I didn't even realise it had its own hair system user added image

# 15 01-11-2012 , 10:13 AM
dustykhan's Avatar
Subscriber
Join Date: Apr 2012
Posts: 187
you could always give sculptris a try if you don't have a zbrush licence as its free, to sculpt all the details.

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads