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Retro Pinup Space Girl

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jhoythottle polycounter lvl 7
LATEST UPDATE:


When I work, I usually follow my concept 100%, but for this project I wanted to have a little fun on my own. I've never made a final product using hard surface techniques in Zbrush, so my process has been very loose so far.

Here is the original image that sparked my interest in creating a "retro"-style space girl. I like that it wasn't overly sexual, but still sexy.

HkosUix.jpg

I drew my own concept to better flesh out the shape of the helmet, again... very rough.

kSJItKL.jpg

As you can see, I am using elements from these concepts, but I've strayed A LOT from the previous concepts. I've got a library of inspiring space pin-up girl images that I've been pulling ideas from as I go. The Rocketeer has also been a big influence on the creation of this character. I doubt I'll jump into another character without a fully developed concept again, but like I said: this was just for fun. I'll update this thread from time to time as I polish this character. Feel free to follow along.

2JPBYXB.jpg

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  • PyrZern
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    PyrZern polycounter lvl 12
    I think the neck area of the torso piece should be as big as the helmet. Wouldn't want the full weight of the helmet press down on your shoulders.
  • jhoythottle
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    jhoythottle polycounter lvl 7
    PyrZern wrote: »
    I think the neck area of the torso piece should be as big as the helmet. Wouldn't want the full weight of the helmet press down on your shoulders.

    Yep, good point. Adding a connecting neck piece to the torso is on my to do list. I'll try to make it look believable to bear that weight.
  • BagelHero
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    BagelHero interpolator
    I like the idea, I'll be looking forward to your progress. Nice to see some subtle sexiness rather than just exposed ass and boobs everywhere (which, contrary to popular belief, is not always that sexy. Especially on space suits :poly124:). This will be a little more difficult to pull off, granted, but it'll be a fun challenge to try to make it work without resorting to overused "sexy" poses.

    In terms of the sculpt, not sure if those are the final block out for the actual shoulder pieces, but they could stand to be bigger if they are. :)
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    I think the shoulder pads should be upped in scale to give her upper torso a chunkier, heavier silhouette.
  • Lord Fryingpan
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    Lord Fryingpan polycounter lvl 12
    It's quite possible no one will give a damn, but there is no way she can use that jetpack without getting some 3rd degree burns on her buttcheeks.

    Which would be shame.

    Just sayin'
  • Rawbert
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    Rawbert polycounter lvl 5
    You should try lowering the size of the jetpack and push it abit upwards.
    It needs to start at the area of her ears and end at the shoulders +-
    Yours is starting at the shoulders and ends at her hips / butt.
  • jhoythottle
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    jhoythottle polycounter lvl 7
    Thanks for the comments guys. I agree, I'll bulk up those shoulders more. I think it'll make her head look less bulbous. Making the jetpack more compact will be a trickier edit, but I think it'll be worth it. I think a smaller jetpack will look more "perky". Thanks for the feedback!
  • leoartz
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    leoartz polycounter lvl 11
    coming out well. I would make the hips slighly wider. I know you havent posted a full body render yet but i would have an eye on the feet ( if you are doing it based on the drawing as the side view isnt balanced ).
  • KyleReeceHall
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    KyleReeceHall polycounter lvl 11
    Nice concept, great work so far, coming along very nicely.
  • JordanN
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    JordanN interpolator
    It's quite possible no one will give a damn, but there is no way she can use that jetpack without getting some 3rd degree burns on her buttcheeks.

    Which would be shame.

    Just sayin'
    "these jets are burning my ass!"
    ibfu0o0681GN1z.jpg
  • jhoythottle
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    jhoythottle polycounter lvl 7
    Here's another update. Let me just say I'll never make another character in this loose "make it up as I go" style again. It might work for some people, but for me it's been a little frustrating. I'm second guessing every decision I make. Which brings me to the boots... I tried to build them as close to my "concept" as I could while still trying to make sense of how they could function. I feel like something is missing, or that they don't quite fit. Or maybe I'm crazy and they look fine. I want to know what you think.


    lKnKmhw.jpg


    Also, thank you for all of your previous suggestions. I scaled up the size of her shoulder pads, created a connecting point from the helmet to the clavicle, and moved the jet pack up a bit & scaled it down.
  • Fnitrox
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    Fnitrox polycounter lvl 6
    To me the boots design is not fitting with the rest... Being retro I'd go for something simpler, probably made of fabric or leather similar to the suit.

    Maybe since it's a pinup give some sexyness to them with some heels(even if it's probably impractical for a spqce girl but... Who cares about that)
  • jhoythottle
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    jhoythottle polycounter lvl 7
    Thanks for the feedback. I think I'm going to go with a leather boot with high heels like you mentioned. But, just so her legs don't go unprotected, I'll add some plating to her shins similar to what you see on the forearms.
  • jhoythottle
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    jhoythottle polycounter lvl 7
    These boots were made for walkin....

    PZB5Rlz.jpg

    I feel better about these boots. I've given her some armor on here shins to match the braces on her forearms. I think it'll create a better balance overall. Having all the armor on her upper body could make it look a little top heavy IMO.
  • Stirls
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    Stirls polycounter lvl 8
    I like those boots more, too. They contribute to her slim figure more. Following this one closely!
  • PyrZern
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    PyrZern polycounter lvl 12
    I like these new boots more as well. Those previous angular hard-edged boots were contradicting everything else.
  • jhoythottle
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    jhoythottle polycounter lvl 7
    Ok guys, I need some more of your honest opinions. I'm trying to get the face right, but I'm finding it to be an extremely delicate step. Changing one tiny detail can make her look completely different and it's not always for the better. Ignore the hair, it's not final - just a placeholder. The ear is also in the very early stages, just a shape for now.

    If you see anything unattractive or anatomically incorrect, please point it out. I've been looking at this face for too long and can't tell anymore.

    bbo01SB.jpg

    xP0OvrD.jpg
  • jhoythottle
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    jhoythottle polycounter lvl 7
    Also, the neck is just a formless blob for now. I'll get to that later. My main concern for now is the face.
  • Texelion
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    Texelion polycounter lvl 8
    Hey nice thread, I love space pinups ^^.

    Well for now she looks like she's holding her breath, you should rework the cheeks area, make them a bit less pronunced. Now, i don't know which type of face you're trying to do, but in the concept she looks kinda cute. Here she doesn't look bad, but she's not cute yet.

    Don't hesitate to make placeholders for the eyelashes and a bit of make-up too, it really changes the way you look at her.

    The nose is really important too, look at the one on the concept, it's curvy and pointy, cuteness +5.
  • dwbowes
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    This is looking great! as far as the character head, i would say her cheekbones look a tiny little bit low and i feel like if you brought the actual cheeks in a bit you could really accent her facial features. awesome work!
  • BagelHero
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    BagelHero interpolator
    EDIT: FORGOT TO SAY
    Good job on the progress, she's shaping up nicely!
    Her face is a little blobby, the cheekbones are the main contributor as others have said.

    Here's a quick and dirty paintover/redline I threw together during a break at work, I hope it can help you a bit.
    OeK9MFUR.png

    The eye area kinda needs a rework, but I can't give too many pointers since I'm not very good in this area;;

    Maybe have a looksee at this since it's looking a little squishy, and this really helped me clean up that area even if I'm personally not quite there on the forms yet, haha;;
    https://www.youtube.com/watch?v=UA4QziHEk8E
  • jhoythottle
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    jhoythottle polycounter lvl 7
    @BagelHero: Thanks for taking the time to make such a detailed critique and detailed feedback! That helps a lot!

    @Texelion: You were so right. Makeup makes a world of a difference. She's a new woman!

    Thanks for pointing that out @dwbowes, I knew there was something weird about her cheeks, but couldn't quite put a finger on it.

    Here's an update, let me know what you think!

    PgLZSnt.jpg

    8zUP4x2.jpg

    8Ukyvdq.jpg
  • jhoythottle
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    jhoythottle polycounter lvl 7
    shameless bump
  • ZippZopp
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    ZippZopp polycounter lvl 12
    the hard surface work is coming along nicely. I think the organic forms of the face need more work. I think you're on the right track, but it needs refinement.

    the eye shape is off, it is too uniform like an oval. there are subtle shape changes in the eye shape that you need to look for. to start, i think the tear duct is too small. you also need to work out the shape and thickness of the upper lid. an average eyeball is anywhere from 23mm to 25mm in diameter. i'd get your model into your 3d package of choice, create properly sized eyeballs and work outwards from there. once you get the eyeball placed properly, take some care to get the top lid to adhere to the shape of the eyeball.

    one other thing that sticks out to me is the shape and thickness of the outer portion of the nostrils, they feel very thin instead of soft and fleshy
    start with things that you know for sure, like the size of the eyeball, get that locked in and work out from there for now
  • FlorenceThibault
    Nice work so far! I think the shape of the back of her head and neck is not correct.

    Here's what I mean:

    paintover.jpg

    Hope it helps!
  • jhoythottle
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    jhoythottle polycounter lvl 7
    Thanks for the feedback @ZippZopp, at first I didn't see what you meant with the eyes but once I measured out the eyes and matched them up with my exported model I saw how wrong I was! Most of my past characters have been cartoon-y so I guess I got in the habit of making my eyeballs grossly large. Thank you for catching that, it helped a lot.

    Also, @FloreneceThibault, thanks for pointing out the alienish head shape. I matched up my model to your linework and it looks much better now.

    Here is another update on the eyes. Better?

    j630vdR.jpg

    (the slight expression was just for fun of the render)

    Once I get these perfected, I'll move on to polishing the finer details of the face and then some hair concepts.
  • ZippZopp
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    ZippZopp polycounter lvl 12
    i think it is an improvement. the size of the iris might be a little on the big side. i also think the lower lid shape could use a little more work. generally the lowest part of the lower lid will be to the outer side of the iris, your lowest part currently is to the inner side of the iris. i think it also needs a bit more curve to it, there is a sharp straight line going from the lowest part out to the outer corner. i'd get some more curvature instead of a straight light
  • vfphaitrieua
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    <p>
    When I work, I usually follow my concept 100%, but for this project I wanted to have a little fun on my own. I've never made a final product using hard surface techniques in Zbrush, so my process has been very loose so far.</p> <p> </p> <p>Here is the original image that sparked my interest in creating a "retro"-style space girl. I like that it wasn't overly sexual, but still sexy. </p> <p> </p> <p><img src="http://i.imgur.com/HkosUix.jpg" border="0" alt="" /></p> <p> </p> <p>I drew my own concept to better flesh out the shape of the helmet, again... very rough.</p> <p> </p> <p><img src="http://i.imgur.com/kSJItKL.jpg" border="0" alt="" /></p> <p> </p> <p>As you can see, I am using elements from these concepts, but I've strayed A LOT from the previous concepts. I've got a library of inspiring space pin-up girl images that I've been pulling ideas from as I go. The Rocketeer has also been a big influence on the creation of this character. I doubt I'll jump into another character without a fully developed concept again, but like I said: this was just for fun. I'll update this thread from time to time as I polish this character. Feel free to follow along.</p> <p> </p> <p><img src="http://i.imgur.com/2JPBYXB.jpg" border="0" alt="" />
    </p> <p> </p> Con thỏ đang chạy trong rừng thì gặp chó sói đang hít heroin , thỏ liền nói : anh sói ơi, hãy bỏ những thứ độc hại chết người đó đi và hãy theo tôi đi khắp khu rừng sẽ có nhiều cảnh đẹp và đáng yêu lắm, sói nghe lời và chạy theo thỏ. Đang chạy thì cả 2 gặp cáo đang hút thuốc fiện, thỏ cũng thuyết phục cáo và cáo chạy theo thỏ đồng hồ giá rẻ hcm và sói. Đang đi gặp cọp đang hút cocain, thỏ liền nói ” anh cọp ơi, hãy bỏ những thứ chết người đó đi……Bỗng cọp tức giận gầm lên : MẸ MÀY CÁI CON THỎ KIA, LẦN NÀO MAY SAY THUỐC LẮC CỦNG RỦ TAO CHẠY KHẮP RỪNG LÀ SAO? đồng hồ g-shock fake - Chúc các bạn một ngày làm việc vui vẻ nhé :)
  • Texelion
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    Texelion polycounter lvl 8
    You should apply the corrections BagelHero showed you ^^, and I agree with ZippZopp about the eyes.

    She's a bit too masculine atm.
  • skodone
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    skodone polycounter lvl 2
    i do really like the looks of her!
    nice face with character... i dont think shes too masculine
    and i also think womens faces dont have to be 100% feminine :P
  • BagelHero
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    BagelHero interpolator
    Looking much better! Noticed a few things still keeping this from looking pretty darn great, went with the redline approach again because my words were sounding muddled.

    u9Z0Y2Sr.png
    DIKZTidr.png

    Some additional additional notes, I don't think this looks masculine in the slightest, and I don't like that some basic form errors and features that inadvertently make parts of her look older are immediately labelled as "masculine" instead of just a little incorrect or mismatched.

    I mean, damn, when a female character looks a little odd, the solution isn't "make her more feminine". Ya gotta look deeper.
  • jhoythottle
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    jhoythottle polycounter lvl 7
    Thank you all so much! To think; I'd probably be moving onto other parts of this character long after settling for what I had before. It wasn't terrible before, but now I'm feeling much more confident with the critiques you guys have been giving me. Here's the latest. For the first time since I started the head, I'm thinking she's actually looking kinda hot.

    As long as there's nothing too glaring with this update, I'm going to start playing around with some hair concepts.

    6UQrIti.jpg

    ISl9jMw.jpg
  • ZippZopp
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    ZippZopp polycounter lvl 12
    looks like you're making some good progress, the eyes are getting there. the only thing i still question on the eyes is the indication of the top lid. it feels sculpted, but doesn't feel like it is actually tucking up and under the flesh above it.

    the nose still feels a bit blocky and not quite fleshy enough, especially from the front view, the nostrils look somewhat sharp on the under sides. also, take a look at your lip corners, i'd like to see them pushed back on the z-axis and then pull the flesh out above and to the side of the corners to create some fleshy tissue. the corners should tuck back and under flesh at the corners. one last thing is the neck, it is creating a sharp indent at the sides. that should be more linear and straight. the sternocleidomastoid does run from behind the ear to the front of the clavicle in the center, but it doesn't indent like you've done on yours

    you've made some great progress on the eyes in a short amount of time, keep plugging away at the other features and it will continue to improve. nice work
  • skodone
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    skodone polycounter lvl 2
    i really liked the other version of the face better has a much more natural and convincing feeling to me... pity she lost her expression :P
  • jhoythottle
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    jhoythottle polycounter lvl 7
    @ZippZopp: All these super subtle changes are making me second guess myself the moment I start them, haha. "Is one tiny stroke enough?" "Does it look better or worse?" haha
    I THINK I'm doing what you're suggesting.

    -I agree about the eyelids, they looked a little too clean and like they wouldn't have had enough skin to close. I masked and inflated the
    area above the eyelid to make it look more like skin overlapping. I tried to make the eyelids look more fleshy by adding some thickness to them - not sure if I achieved it or not.

    - I saw what you meant about the blockiness of the nose - I THINK. I rounded out the edges of the nostril and lowered the part that's closest to the face for a mousier look.
    No matter how much thickness I try to add to the nostrils under the nose, it still looks a little sharp from the front. (lighting maybe?) I included a render from under the nose - does this look like an improvement?

    -The mouth was a super subtle change. I wasn't confident with any of the changes I was making to it. She looked like she had botex injections if I made it too dramatic.

    - Yes, the neck was completely off. With all the other features I was fixing on the head, I never really payed it much attention since the very initial dynamesh. Plus I figured most
    of it would be covered up by the helmet. I straightened it out like you mentioned as it was long overdue.

    Does this pass as anatomically correct or am I still missing the mark?


    3o7SS4S.jpg

    7vRoRZC.jpg


    @skodone: I liked the natural face too for a few reasons, but I think she looked too old, and something was a bit off. I like the new face more as she is a bit more attractive and
    I think it'll pass as a better pinup girl. She'll have an expression in the final final and I intend to make some subtle changes to her features so her face isn't so perfectly symmetrical.



    Also, I'll have a rough hair concept posted soon. I'm working on something like this. This short style will
    work best since it needs to fit in the helmet.

    ehzywzw.jpg
  • BagelHero
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    BagelHero interpolator
    I just realised you killed her old nose! :( the other nose was lovely, even if the nostrils were off, this one looks a bit weird and artificial! I think it's because it's a bit thin and also perhaps a bit high up. Sorry I didn't catch that earlier, I'd honestly suggest going back to the other one if you can. Could you post a side view of the new one? Also reckon the second-to-last lips were a bit more natural, but getting into subjective territory here. Keep going!
  • jhoythottle
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    jhoythottle polycounter lvl 7
    :poly142: This face has been through so many little changes, I'm starting to feel like I'm chasing my tail a bit. I hope this update is an improvement. I tried to add some fleshy-ness to the nose while still shaping it like the old one to get the best of both worlds. The hair is just a basic sculpt for now. Just trying to block something out.

    :poly142:

    n2gBgOb.jpg

    ...and a side view

    lXPjgVn.jpg
  • ZippZopp
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    ZippZopp polycounter lvl 12
    That's the way it goes when doing human heads. I spend the majority of my time making very small tweaks. Even a milimeter of change in an eyelid can make a huge difference so don't feel bad about going through it. I think the nose is looking better now. I still think the lower lids could use a little more shape. I'll liquefy the image in Photoshop to show you what I mean when I get some free time this weekend
  • jhoythottle
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    jhoythottle polycounter lvl 7
    Hey guys! Sorry for the long delay. I've had some unavoidable obstacles in my life including a death in the family, but I'm back and I'll hopefully have some more consistent updates. I really want to get this character finished so I can finally move on. Here is a shot of an updated version of the eyelids. Also, a render of what I currently have for the re-topped jet pack.

    6brIVMr.jpg

    vLQ1ggh.jpg

    The last place I left off was the hair, but I wasn't liking how it looked - so I'll be trying something different. If I still can't get it right, I'll post it for critiques.

    Does anyone have suggestions for modeling hair in this style? In my first attempt I used planes to build mass, but this time I might try modeling out the shape as a dense mesh and adding a few planes with transparency throughout.
  • jhoythottle
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    jhoythottle polycounter lvl 7
    Played around with some shapes in Zbrush for the hair. Any thoughts so far?

    fPULfvR.jpg
  • ZippZopp
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    ZippZopp polycounter lvl 12
    hair is looking cool, it helps to shape the face. i do like the reference image posted earlier in the thread, especially the large wave of hair to left side of her face. I'd try to incorporate that dynamic shape
  • jhoythottle
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    jhoythottle polycounter lvl 7
    Thanks ZippZopp, the shape you're talking about is incorporated but it's not as exaggerated. I've made it a more dynamic since the last post and am currently retopping/texturing the low poly. Thanks for the feedback. Any thoughts on the jetpack? I'm not a huge fan of the three tubes and the ball-shaped exhaust at the bottom. Thinking about getting rid of those elements altogether unless anyone can make a compelling argument for me to keep it.
  • jhoythottle
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    jhoythottle polycounter lvl 7
    Just a small update. I've retopped the head and hair. I've started to texture both while trying to get my maps to look ok in marmoset. There's still some funky stuff happening with my normal map around the eyes and nose. Also, I need to work on getting the materials for the skin and hair to be better, but this is just what I have to show so far.

    WmBzrhC.jpg

    Also, this may be a dumb question, but is there a way to render quads only in marmoset?
  • BagelHero
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    BagelHero interpolator
    Don't triangulate on export, maybe? I've never had this issue, but I don't triangulate manually. Is this Marmoset 1 or 2?

    Looking good, though, dude. :)
  • jhoythottle
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    jhoythottle polycounter lvl 7
    Thanks BagelHero! Yeah, I think I had quads selected on export, but I'll have to double check my settings again. It's not unlike me to overlook something simple. (Marmoset 2)
  • jhoythottle
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    jhoythottle polycounter lvl 7
    Another small update. Quad wireframe from Marmoset (thanks BagelHero - I was exporting as FBX last time. I tried obj instead and it worked).

    I fixed the normal issues I was having around the mouth and eyes. I'm getting a better result with the skin shader as well. I have yet to map the eyelashes to planes, so I'll do that next before moving on to the rest of the body.

    xRKdvL0.jpg
  • jhoythottle
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    jhoythottle polycounter lvl 7
    I spent the evening hand painting my albedo map so that the colors are more defined, but something about it feels flat and less alive than my zbrush polypaint. The spec/gloss map isn't giving it much life. I think I need to up the strength of my normal map so that the pores show through more and give more bump to her face. What do you guys think?

    lmGYw4R.jpg
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Would freckles be out of order?

    Freckles might make her look dreamy. Out of all seriousness.

    tumblr_lksfw3qZ6P1qbx95go1_500.gif
  • BagelHero
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    BagelHero interpolator
    Firstly:
    Freckles. Please. that's a fantastic idea. If not, a mole or two (beauty-mark style) would give her a little more interest. Maybe a little hint of blush, too.

    Next up, can we see your spec and gloss maps, too?

    And finally, take this. Consume it (the whole thing, video included).
    http://www.marmoset.co/toolbag/learn/character-setup

    It should give you an idea on how to make those pores more prominent without fucking your normal maps (pardon my french), and show you a proper spec/gloss guide for skin/humans.

    On a specific-to-your-piece basis, her lips and caruncle area need more gloss. Does she have an AO map? It all feels a little soft and squishy with some undefined areas right now, some of it is because there's not AO where I'm expecting it, but some of it is def your lighting and skin shader setup. Easily fixed. :) Keep goinnnnng.
  • jhoythottle
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    jhoythottle polycounter lvl 7
    Great idea JadeEye, I'll definitely get to work on incorporating some freckles and blemishes! Can't believe i haven't thought of that (especially since she's a redhead).

    BagelHero: I've been watching that video over and over while making this character and I can't seem to match their results with the same settings. Around the 46 min mark, they start talking about gloss/spec maps. The British guy talks about using ONLY a gloss map and using a flat value for the spec - so that's what I did.

    Here is a close up of what I have for my gloss. I got the base by copying my normal map green channel.

    ejHt0H2.jpg

    Feel free to paint over it or suggest any alternatives. Just a side note - When I bring this map into Marmoset, the thumbnail doesn't share the same values. The tones seem much lighter - does anyone know why?

    Here's what I mean:

    Y4uokhA.jpg
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