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female gamemodel

Posted: Fri Aug 12, 2005 10:26 pm
by Sudi
Ok i need some suggestions for the armor and the textures.
she is supposed to wear some futuristic armor. and some ideas about lowpoly hair would be good because this one has 2725.

Image

Posted: Sat Aug 13, 2005 1:11 am
by animatrix
Nice work, try Universal Woman, shes low poly and you can change what you want, its a great head start... :)

Posted: Sat Aug 13, 2005 2:03 am
by hike1
Lose the shoulder pads, otherwise nice job.

Posted: Sat Aug 20, 2005 2:55 pm
by Sudi
I don't get it animatrix why should i use universal woman i already have the woman body?
and without the shoulder pats the armor looks even worse.....i dont know what to do.

Posted: Sat Aug 20, 2005 3:17 pm
by hike1
Just make a 'Dome' of hair, then use transparency (an 8 bit .bmp with the last color not drawn)for the bangs. Go to polycount.com and DL some game models, study how they did it. I'd be using wings3d, search the net for
howImodelbodies.avi, and the brazilian face tutorial. Don't reinvent the wheel!

Another good one is csgirl tutorial, get it for
the lithunwrap part even if you don't use Milkshape. You can convert .act files to many formats with lithunwrap.

Posted: Sat Aug 20, 2005 3:25 pm
by Sudi
Ok what is so wrong with that model? id don't get it

Posted: Sat Aug 20, 2005 6:19 pm
by animatrix
Nothing wrong with your model, but the universals are already rigged and skeletoned and ready for actor compile, its faster for prototype and testing ect. A rigged basic humanoid is good to have, so you can concentrate on design vs rigging, animating ect, of course, you dont have to use it at all, just a suggestion.

Posted: Sat Aug 20, 2005 6:24 pm
by Sudi
oh ok...but that doesn't help me with the armor at all...lol
but still thx

Posted: Wed Aug 24, 2005 2:42 am
by ZenBudha
Model looks good except for the arms, and hands. The arms need a little more definition mainly between the forearms and upper arms. The hand jst look a little thin.

As far as armor ideas go try something a little more full body. Like a neoprene scuba diving suit with armor plates. Armor doesn't do any good if it just covers her shoulders, and boobs. Plus it leaves you little area to work on. She can look hot without dressing like a stripper.

I'd say also lose the boots. Or go for a more sci-fi armor boot look. The armor I think should suggest that she is hot but look serious. Textures are all prefference. You can go with a metal look which is common in characters wearing any kind of armor. Personnally for sci-fi I think a metal/carbon fibre hybrid looking armor would be better.

Also a solution for the hair is lose it and give her an open face helmet. Maybe have her hair coming out from under it which can easily be done very low poly.

Best bet is too break out a pencil and notebook and start just sketching out armor ideas untill something comes to you.
Also I also get rid of the shoulder pad or make them smaller.

Just imagine her in a skin tight black body suit, and then try to imagine where the armor plates go while leaving her flexible. Pretend your actually designing a real new hi-tech armor suit. That helps prevent things from looking cheesy.

Posted: Thu Nov 03, 2005 10:06 pm
by Aalmaron
The shorts look goofy how they hug the leg from one view and are baggy in another.

try just making tight, its easy, and looks futuristic, so would a shirt to go under hte armor. if you form sit the boots, then add armor plating to the shin of htem, that would look kinda cool too., outside of thigh guards/armor is neato. those are just some sugestions i have.

looks good though, nice face and hair.

Posted: Fri Nov 04, 2005 8:38 pm
by GD1
I actually like how they look baggy in the side view, it adds detail. Personally, I would make them look a bit baggy from the front as well, but that is just personal taste, in the end its really up to you.

The shirt/bra thingy she's wearing needs a texture. If you want to keep the black, try using an off-black with a little embroidered (sown on) pattern.

For the hair, i would look into transparency, and especially how games like Dead or Alive 4 did hair. You can find several good hair tutorials for 3DS max, which can be helpful whether you use max or not.

Also, I would ditch the armor. At this point, it's the only part of the model that looks bad.