Low Poly (D&D-5e) Character - Malta the Golden Gladiatrix

Nice shapes! Keep going :smiley:

Here is the whole torso with a separated head. I couldn’t keep my topology under enough control so things got weird towards the top. I had to create the head separately, now I just have to see about making the connection with the neck.

Good grief, 10 hours in at least. This is why they said to keep your modeling simple and to about an hour or so. :tired_face:

I’ll be happy to get back to the armor sections; Organic humanoid forms are hard to model.

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At this point I think you could forget about the low poly idea and go for realistic or cartoony style
But what is considered to be low poly nowadays? :smiley:

About the head connection it all comes down to the count of the vertices and bridge edgeloops!
Use LoopTool > Circle to an area below the head and make the neck hole, make the edges of the actual neck a circle too. Provided they have the same vertices count just bridge :+1:
(you may need to delete or add some edgeloops)

I wouldn’t try Boolean… as would mess up the topology too much… unless you go for sculpt

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The head would have 22 verts and the neck has 18 just need to add some in and that would do it.

Normally I would go for the sculpt out right and then do some retopology. I’m still considering that honestly as this would be a good model to work from.

I may save two copies of this; one to give the lower poly model another try and the other to sculpt one and see how that goes. I definitely have more experience with sculpting than with modeling.

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I think I finally have the body in a state that I’m fine with.

Now onto the armor pieces.

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There is a add-on for Blender (forgot the name), where someone created a highly detailed human mesh object. Ready for use with bones.

“Manuel Bastioni Human Lab” I guess?
Never used it though

Think it might be interesting, but think @R_Kyle_Butler is doing a good job so far.

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Yes, I believe so … site is currently under construction.

definitely looks cool from what I’ve found. Creating a humanoid mesh from scratch is time consuming especially for someone lacking experience. Too bad the site is down. :persevere:

Working from scratch, however, has gotten me to learn how to rearrange my topology better, so its got its upsides.

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Did a lot more work on her face, added eyes, added a tail & got more of the armor done. Gonna make for interesting contrast having a high-poly character wearing low-poly armor.

She’s currently indecent (and lacking in ears) I need to add some under clothing soon; I hope this isn’t too risque for the forums here. :sweat:

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I adjusted the face some, & added some ears & the helm. I took some liberties with the design; obviously the Romans had no cat people in their ranks.

I changed the pauldrons a little as well to be more in keeping with my reference. Definitely looks better especially with the added metal materials.

image

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Lol cover her nipples dude, don’t think she would wanna fight in the arena like this

Great job in all the rest! I can see you even added SSS to the material and if you mainteined all quads to the armors will be easy to make them high res after if you want.

I got myself well acquainted with why I was holding off on her small clothes. The loincloth wasn’t too bad but the halter-top was a pain. That shrink wrap modifier can be hard to work with. I actually need to fix it up a bit so I can apply the shrink wrap without it freaking out.

She’s wearing a double loincloth which was worn by Mayan warriors who actually didn’t wear much armor. The cross chest wrap was more improvised & I’m kind of glad that it falls mostly behind the corset cause it didn’t come out quite how I wanted.

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Hum…

Why not completing the corset like this?
image

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I’m modeling it after the Doctore’s Harness from Final Fantasy 14. It can certainly take a blow, but you better guard your center.

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The oh so important hand topology. Mine’s not the prettiest, but it should work for animation. I just need to shape it a bit more.

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It kinda completes the corset the way I pictured, except the hole below the breasts.

This reference armor looks really nice, but i see you tried something different.

The topology of the hands I think it’s really fine. Like you said, just need to shape the fingers a little better.

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I think I got the fingers to look better; certainly less spindly.

Did a little work on the feet as well. Gave them a similar topological treatment. Toes look a bit thin, but I think it’ll look better when I add claws.

Claws, a scimitar, some armor tweeking & more work on the face. She has eyelids now.

It nice to move past the rough stages of a humanoid model. This is the best I’ve done so far in my attempts. Might have to figure out a good way to handle high-poly armor at this rate. Though I admit I do like the low-poly look.

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