Hello Polycount, i've been working on this for a few days.
I was tempted to start from a basemesh to make it faster and probably easier, but since i want to learn as much as possible from this one i started from a zsphere and tried to get my way around using references from the various cutscenes and promotional renders of the game.
The plan is to make the whole character in Unreal engine, maybe with some environment to accompany it.
Any tips you could give me about how to achieve more likeness to the original square model is very welcome.
Currently the sculpt is at 127k polys i want to do everything inside zbrush then retopo and rigging in blender.
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Here is another update, i think the face looks much better now, at least compared to before.
I also started with the body, i know the anatomy is off, i guess i only need more reference and practice, but any advice on how to study/improve that is very welcome.
I think you might make her neck smoother too, the sternocleidos are too apparent for this character. I also did a paint over, which you must take it very carefully since I'm far from being a pro. Put it on top of your current image to see if any of these changes make sense to you. Basically the shape of the leg on the side view, the shoulders and the position of the bottom of the pelvis on the front view. Ignore the distortions on the arms.