Aylie - Player Character, Opinions Please
The eyes look a little hallow, maybe adding a speck of white or reflection to the black center, might help. Also with the dark background I found that hair seemed to blend in to the background, maybe if you lightned it a little say 10-20%. But other wise great work I was very impressed.
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Quote: Original post by Jiia
This is Aylie, version 1.0 :)
She is to star in a thriller / horror flic type game that I'm currently working on. Or rather, I would be working on the game if I hadn't spent so long working on Aylie.
When staring at nothing but a single girl for 48+ hours, it's easy to lose your sense of quality and judgement. So I would like to have some opinions on what would make her more realistic, and if anything needs serious fixing.
I will post more images if anyone needs more angles :)
See her here.
See new version after comments here.
Thanks!
To be honest, I'd make her lips more full, between where they are now and where they were in the original version. But then, I'm a fan of pouty, full lips, so take that suggestion w/ a grain of salt.
Overall, VERY impressive; maybe some highlights in her eyes? that's the only major thing I can think of that is "wrong" with the character...and I don't even really want to call it wrong, since you've done such an amazing job on her.
Out of curiosity, what engine are you using? She looks pretty high-poly. Or are you writing your own?
-Nick "digisoap" RobalikWeb & Print Design, 2D & 3D Illustration and Animation, Game Designhttp://www.digital-soapbox.com[email=nick@digital-soapbox.com]nick@digital-soabox.com[/email]
I think the eyes are too far apart. The bridge of the nose is too wide, maybe?
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Thanks for the suggestions, I appreciate it. But I've been working for far too long on a single character :) Yeah, she's the player character, but there is still a lot to do. I think she's done for now. Changing textures is a simple process, so the black-void eye thing is easy to fix.
I'm a coder, not an artist. So I have to get back to doing what I do, get my fix, then model some more later.
digisoup > My own engine? Graphics engine? Yes, it's my own. Do most graphics engines pose limits on poly counts for some reason? It would be helpful to know if there is a reason to limit it, as this is my first 3D engine.
EDIT:
To be more clear: I'm not some jaded experienced developer who has the guts to go full force with high-res models. But like I said, the game will focus on small areas. Such as 3-4 rooms in a house loaded at once. Of course there is an outside, but there will not be any wide open areas.
Is there a reason beyound processing speed as why to not use such high-res models? By the time I finish my game, I believe most games coming out would be at or beyound this level.
[Edited by - Jiia on July 4, 2004 4:31:21 AM]
Thanks for the suggestions, I appreciate it. But I've been working for far too long on a single character :) Yeah, she's the player character, but there is still a lot to do. I think she's done for now. Changing textures is a simple process, so the black-void eye thing is easy to fix.
I'm a coder, not an artist. So I have to get back to doing what I do, get my fix, then model some more later.
digisoup > My own engine? Graphics engine? Yes, it's my own. Do most graphics engines pose limits on poly counts for some reason? It would be helpful to know if there is a reason to limit it, as this is my first 3D engine.
EDIT:
To be more clear: I'm not some jaded experienced developer who has the guts to go full force with high-res models. But like I said, the game will focus on small areas. Such as 3-4 rooms in a house loaded at once. Of course there is an outside, but there will not be any wide open areas.
Is there a reason beyound processing speed as why to not use such high-res models? By the time I finish my game, I believe most games coming out would be at or beyound this level.
[Edited by - Jiia on July 4, 2004 4:31:21 AM]
If its only for use in smaller zones the polycount should be acceptable I reckon...maybe ;-)
I definately like the second one better, much more natural but still got a spooky/dark feeling about her, great work!!
I definately like the second one better, much more natural but still got a spooky/dark feeling about her, great work!!
July 06, 2004 03:07 PM
Just to start off, that is incredible. Amazing job.
The one thing that seems a bit off is her eyes. First off, the actual eye seems separated. The lines sepearating the white from black from rest etc. are vey obvious. As well, there are part that are not white... all parts of the eye that are not the pupil/color should be whitey. And the eyelids seem somewhat flat. Maybe portrud them a little bit to give a sense of depth in the eyes.
Anyways, great work!
The one thing that seems a bit off is her eyes. First off, the actual eye seems separated. The lines sepearating the white from black from rest etc. are vey obvious. As well, there are part that are not white... all parts of the eye that are not the pupil/color should be whitey. And the eyelids seem somewhat flat. Maybe portrud them a little bit to give a sense of depth in the eyes.
Anyways, great work!
Anonymous > You lost me. I'm not sure what you mean about lines where her eyes are seperated. The eye itself? It isn't seperated. It's a solid mesh. Also, I don't follow you on the non-white colors. The only part around her eyes that are not pupil, iris, or white, is the lacrimal.
Is the lacrimal what you mean looks seperated? I think they may be a little big, but they should look seperate from your normal skin.
Is the lacrimal what you mean looks seperated? I think they may be a little big, but they should look seperate from your normal skin.
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