Help me with my project?

Here is my character project that I have been working on, she is not finished yet, I just wanted to get peoples thoughts on her? This is a quick eevee 720p render(top) along with a cycles 4k viewport render(bottom).

The background was just something super quick so it wasn’t the boring grey blender background xD

everything is hand painted in substance painter :blush:

so far I am up to 400k tri’s for all mesh objects listed below is this a lot for a game character?

  • Eyes

  • Mouth, Teeth, Tongue, Gums

  • Clothing (around 12k for jeans + underwear)

  • Hair (this is the heavy hitter 388k tris(made with hair cards))

  • Body (20k tri’s)

    to do list:
    -figure out type of game I want to put her in
    -finish clothing/accessories and shoes based on game idea

    • finish rigging and figure out weights properly (its mostly right just some tweaks)
      -learn about LODs and add those
    • tidy up my folders :rofl:
    • learn unreal

    if anyone would like to share there Ideas and support me or work with me please let me know below or message me. What tweaks can I make to lower the hair poly count? I have been working on her for around 3 - 4 months now but I am not sure where to go from here.

    initially I just decided I wanted to make a female character but now I have got this far I don’t know how to progress, I am not good at drawing so concept art is my downside, and I’m stumped on what type of game/clothing to make for her.

5 Likes

You got a low/mid range poly count in everything but a high end/cinematic range in hair. Your character looks good for a visual novel where you could even go higher in poly count for the rest of your character to be on par with the hair.

I’d recommend a fix for fingers and toes, right now they look very small and thin

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Thanks joey, I needed that confirmation on the fingers and toes I was questioning myself on that so much.

Never thought about a story driven game something like quantic dream games (detroit: become human, heavy rain, sort of style) you think?

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Nice. I’d revisit the anatomy around the shoulders. She has no latissimus. Thus the arms look a bit like they got bolted onto the torso.

During the Ogre and Anime Character course I stared to build a library on the human anatomy in PureRef.

Maybe these help. See in the right figure how the arm pit is modeled.

This one uses ‘heads’ as a unit.

And yes, I’m still struggling with this :smiley:

4 Likes

Yeah I did the heads thing i think I went a little lower than 7 I was like 6 and a half as I wanted her to be more real world size I think she is like 5’6 or 5’ 7 and I think 7 heads is nearer 6’

the shoulders I think was harder than the hands and feet :joy: Ill give it a bit more volume in those areas maybe need to re bake the norms too :thinking:

Thanks for the feedback

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To find out what kind of content you want to do, you could start small and expand on whatever you like. Things coming to my mind are letting her “model” in a scene, e.g. make her sit in a car, lean to a house front (maybe in a dark 60s / 70s alley rife with gangsters for atmosphere?) or sit at a bar. You can also just let her sit in her room for starters.

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Love this idea, just place her in different scenes and see how she feels and find a theme, I like that. I think thats my problem thank you

1 Like