I really like the male body parts. They look fantastic so far. I can't wait to see what you do with the legs. The male NWN body has always looked rather awkward and blocky for me. Especially around the wrists and the ankles/calves. They seriously look too Lincoln Log like to me. Your models actually taper like wrists should.
As far as the female body goes are the comparative shots from slightly different angles? I love the arms and legs, they look amazing, but the chest and pelvis look to me like they're at a different angle compared to the original, or perhaps are different in size. EG... breasts look to be at a lower location, the overall size of the chest model seems smaller, and the back part of her pelvis seems to go down lower than the original. That could just be the angle of the pic though, or was that a design decision? Not a complaint at all... just an observation. I'm not a modeler so... take my observations as being as layman as possible.
Overall I'm very impressed.
Didn't notice this comment earlier, sorry.
Yeah, the angles of the shots are slightly different. They're screenshots from the creature editor in the toolset, so I had to rotate them by clicking and dragging and as a result the angle isn't exactly as precise as I'd like. I suspect this accounts for most of the size/angle differences you're seeing as the chest and pelvis are pretty much the same size as the Bioware ones. The Bioware models are actually in the mdl as well as my own – they're unrendered, so you don't actually see them in-game, but they do the shadowcasting instead of my models. This is an attempt to limit any performance impact from having a higher-poly mesh (according to the ccg wiki, shadowcasting is quite CPU intense on higher-poly models). However, their presence is also quite useful in scaling the body parts. As for the angle on the chest and pelvis, the models (both mine and Bioware's) are actually completely untilted when in Blender. It's NWN which adds a tilt to the torso and pelvis, so any difference between mine and Bioware's in that respect must be due to the slight differences in the angle at which I positioned the models for the screenshots. The angle/shape of the breast is different – that's a design decision based mainly on the references I was using, in order to try and give the impression of weight/gravity and attempt to get a more natural shape from the extra polygons.
Gunner, I'd just like to say that you're doing a great job and to simply ignore the troll. Maybe it's the language barrier, I dunno, but she obviously is not getting what has been written in plain English multiple times. The rest of us do understand that you can't display something that isn't finished. Regardless, the models look very impressive even at this early stage.
Heh, yeah. Don't know how much more I could clarify that the male wasn't finished and that the underwear is not meant as a replacement for the Bioware one, but to allow the new skin texture to be shown as much as possible. It was drawn in about five minutes and is literally the least important thing there, though I now suspect the comments are part of some sort of (really weird) wind-up than a genuine misunderstanding. But for anyone actually interested, when it comes to actually reworking/making clothes with the models the 001 texture would have something less modern-looking on it than in the screenshots here.
Anyway, finally got the male human to a semi-complete state. The texturing took me longer than on the female, as I was trying to show more muscle definition (for example, you can see the transition between three muscles of the quadraceps on the male thigh, while the female one is smoother). Was going for a little more subtlety than the Bioware textures – in part because my models have more polygons to share the load. Think I may have gone a little bit too far with that on the male legs (did most of the texturing last night as I stayed up to watch the election results come in, so may have been a little sleep-deprived when I got to the calves) Fortunately, it's quite easy for me to make different parts more prominent on the textures if necessary.
As well as shrinking down the biceps a little, I made the neck (and the area at the top of the torso it connects to) a little darker, to give the impression of the shadow cast by the head. This also gives less of a disconnect between my neck texture and the top of the Bioware torso texture, should they be used together. Ideally, I'd like to have made the male thighs and shins a little bit larger, but to do so in a way that avoided clipping distorted the shape of the model more than I was happy with, so for the moment it is as you see above.
Still need to test a little more thoroughly and possibly fine-tune things a little to minimise clipping with other clothing parts, but once that's done I'll move onto the next stage – adjusting the models for the other races/large phenotype.