Just a casual girl here, nothing fancy No marvelous Designer this time, so I could practice cloth sculpting.
This time I may use the UDK for render, just to learn it.
Hey!
Really like it,
tho I must agree with fred there is really something bugging my eye around the hips area, It looks a bit low and the hips could be a little bit wider, the front looks pretty flat overall I think.
Otherwise she looks really cool, love the work on the coat!
I agree she would look more feminine/attractive with wider hips. But some women just don't have them!
Great work on the cloth.
I really like the look of her. Very original and lots of character.
the head update looks a tad masculine. the jaw is very angular and defined and the nose goes in a bit which reinforces masculine stereotypes on it. might be just me though - kick ass work again! you're a machine
@e-freak : I must agree with you my friend. She do have some masculine traits, but I based myself on a 3d.sk reference and I liked the fact she don't look too much standart
I started to learn UDK, and boy it's fun to create your own shader with this material editor
The head is almost finish
The eyes look great! Are you following any qguidlines or tutorials? Any chance of a quick wireframe and screenshot of what you did with the materials for them?
:poly121:
Hey Guedin, great work man. I've been following for a while but haven't commented. I would also love to hear more about your approach to sculpting cloth without Marvelous! The UDK renders are looking good. Are you doing anything special for the skin shader? Really good stuff man, keep it up!
I didn't used Marvelous Designer for this one, just old school sculpting in zbrush I did use it for the O'Neill character. But my approach was really simple actually. I tried to find on internet a pattern of clothes close to the one I use ( you can find a lot of them here : http://www.burdastyle.com/
But after that, it's mostly tweaking and tweaking the patterns until it looks good.
@e-freak : I used fibermesh to brush the guide, exported it as curves in max, used them with the hair & fur modifier and tweaked them (Clumping, flyaway, ...etc)
I just exported them as geo in Keyshot for render
Interesting process with the hair. Never would have thought of that! Is there really no way to export fiber mesh as geometry?
Love the pose by the way!
@Fomori : Sure you can directly export fibermesh as geo. The thing is I've got some hard times to make my hair look excatly as I want in ZBrush. Fibermesh is really great to quickly add hair on a character, and there's a lot of nice grooming brushes, but I found it hard to fine tune in ZBrush. For exemple it's really tedious to do clumping. You have to do it one by one and the result is not as great as I would expect. The same thing if you need to twist the hair AFTER you brushed it.
With traditional method, like in max, you can define values for those settings, making the process much quicker and easier to handle in my opinion
I really like the redesign, and Chipp is one of my favorite characters for sure. I think the belt medallion you did first, the swirl without the wings was better than what you have currently. And I love how the concept's blade looks thin. Your blade shape is interesting, but it is very large and looks heavy. Other than that it looks great. Excited to see how it turns out.
The blade and all the new details you added are looking amazing! Love the knee pads and revised belt with tassels. Looking forward to see how you texture this one.
Replies
I started to work on the handgun used by the stargate team, a Beretta M9. And I also tried the new web based render Lago. Works pretty well
I think I'm done with the handgun, it was a good hardsurface exercise
Just a casual girl here, nothing fancy No marvelous Designer this time, so I could practice cloth sculpting.
This time I may use the UDK for render, just to learn it.
Great stuff!
Really like it,
tho I must agree with fred there is really something bugging my eye around the hips area, It looks a bit low and the hips could be a little bit wider, the front looks pretty flat overall I think.
Otherwise she looks really cool, love the work on the coat!
Great work on the cloth.
I really like the look of her. Very original and lots of character.
I tried to widen a tiny bit the hips. I hope you'll like it better. Also I put an update on the head
Cheers,
- JoeSolo
omfg so epic
reminds me of Gamubanta from nartuo :thumbup::thumbup::thumbup::thumbup:
@e-freak : I must agree with you my friend. She do have some masculine traits, but I based myself on a 3d.sk reference and I liked the fact she don't look too much standart
I started to learn UDK, and boy it's fun to create your own shader with this material editor
The head is almost finish
:poly121:
@Fomori : For the eyes, I used this tutorial : http://www.poopinmymouth.com/process/eyes/ng_eyes.htm
Probably the last update on this one :
[ame="http://www.youtube.com/watch?v=s-TRhYsDKNM"]UDK - Casual Girl - Turntable - YouTube[/ame]
Hi David,
I didn't used Marvelous Designer for this one, just old school sculpting in zbrush I did use it for the O'Neill character. But my approach was really simple actually. I tried to find on internet a pattern of clothes close to the one I use ( you can find a lot of them here : http://www.burdastyle.com/
But after that, it's mostly tweaking and tweaking the patterns until it looks good.
I finally spent a little bit more time for extra tweak, now I call it done :
[ame="http://www.youtube.com/watch?v=hBd9-yZZoV4"]UDK - Casual Girl - Final - YouTube[/ame]
I would probably lower the gloss on the leather though or play with the spec, its reading a bit between pvc and leather to me at the moment.
looking great though :thumbup:
Thanks man. Your eyes look much better than Poop's, but I guess I would need to get them in UDK for a play around.
Would love to see this girl posed! Maybe at night outside a nightclub or something.
I joined the fun on the Fighting Game Challenge on facebook : https://www.facebook.com/groups/153136344875405/
I chose to redesign Chipp Zanuff from the Guilty Gear series :
Rendered with KeyShot :
@e-freak : I used fibermesh to brush the guide, exported it as curves in max, used them with the hair & fur modifier and tweaked them (Clumping, flyaway, ...etc)
I just exported them as geo in Keyshot for render
Love the pose by the way!
With traditional method, like in max, you can define values for those settings, making the process much quicker and easier to handle in my opinion
@Roxxor, I understand your point. Maybe you'll like the new blade better While it's the same silhouette I tried to make it less heavy
I'm still working on the renders, here's a little teaser
Thanks a lot to Jocz for his precious help on composition
really dig this piece as always!