Decided i'd have a crack at the mixamo contest as it'll be good motivation to get another folio character done. Mixamo have said that having a friend do the concept for your entry is fine, so with that being said Joseph Silverman was kind enough to draw some extra sketches for me to go with one of his concepts.
Joseph's folio can be found here -
www.catkilo.com
Here is where i am at the moment with the blocking in and the base sculpt. There are still a lot of areas that need sculpting properly, like the front of the upper leg, the entire back side of the leg, hands, neck etc. Any feedback would be great throughout the making of this!
Replies
Also fixed up some proportional/shape issues with the legs
I think you could puff out the cheeks a bit or maybe widen the cheek area a bit-the face still doesn't look exactly like the concept, but it should look fine regardless.
Also, I'm curious to know what weapon and class were you modeling her after?
Looks sweet, can't wait to see more!
http://blogdebrinquedo.com.br/tag/bishoujo+marvel/ or this
http://images.gamekult.com/blog/imgdb/000/000/086/867_2.jpg
@Riot thanks man, best of luck with your entry too!
@Jramauri, Thanks for the ideas, but seeming as my last character was a stylised one and my portfolio is lacking in (good) realistic characters, i think i'l be keeping her more on the realistic side. Really like that first link though, might be a good thought for future projects.
Small update, put in some more base meshes, straps and buckles.
First iteration looked like this (yuk!)
And then Joseph gave me some feedback + this paint over and we discussed facial planes etc. also checked out some of Funkybunny's work to help figure out certain areas.
After some back and forth with crits, here is how the face currently stands. I know the neck is quite long, but i think it works rather well with the rest of the character (opinions please?).
Edit: Here's a body shot with face update
Her pouch was coming out really well, but I think some of the zbrush work isn't helping it, mostly in the strap that goes over the top of it. When it was just in stage 2 or 4, it looked like a brand new hard leather bag. Now it's a bit messy. Either, I'd keep it looking brand new or really push the beat up leather pouch feel.
great job though
Fixed up some of the profile issues with the nose/brow and painstakingly added all this hair.. there isn't going to be as many planes in the final one, i just duplicated the final hair and added a sub-d to it so the hair has a bit more volume for now.
Also did some work on the hands and made some simple rings
Lumpy thumb is lumpy:
!BUT!
currently the polypainting you've done is masking problems in the forms of her face, so post some neutral matcap shots.
the jawline is incredibly sharp, the transition from jaw to neck just looks like it needs a lot of softening.
her chin, and generally the area below her mouth is very "pointy". there's not really any other way to describe it. you can see in the 3/4 view what i mean, there's almost no "fill" of flesh around that area.
as a general critique, a lot of her features could be softened up a little, you seem to have this thing with sharp lines (pinch tool?) to form definition, and i just don't think it's reading that well personally. like look at the bottom lip, look at the angles in the side view, it literally goes like this > instead of like this ) transitioning from the lip to the chin.
try bringing her eyes closer together, and rotating the eyeballs outward some... get rid of that cross-eyed look.
@Almighty - I use and abuse the trim dynamic brush a lot, so that may explain the rogue sharp edges. Went and smoothed out relevant area's and gave her a bit more meat below the lip as suggested. Here's clay shots of the face and body. Also - i actually started this off using your base mesh from Hazardous' character course, so thanks for that!
character is coming along great but head is a bit out of shape, remember that the highest point of the skull is just behind the ear
good luck
MASSIVE thankyou to Almighty_Gir for going over my mesh with me in g+ and teaching me a bunch of awesome tricks/pointers.
Here's the latest with the face.
Tomorrow i'l resume armour work, and probably get started tackling the first bits of cloth.
but as i'm sure everyone else can see, i've still got a long way to go, and now i've woken up there are things i'd still go back and change haha!
thanks so much for helping me practice, and more importantly, thanks for listening, and taking it all on board man. it means a lot to me, and your girl is looking great now!
Here's another update. Just sculpted the leggings and started on the shirt. Also revised colour scheme.
Keep up the great work can't wait to see this character finished.
@Ambitious_nomad, yep i'l be making a set of daggers for her most likely. Although the concept is clearly a magic user, i don't think she fits into the magic class of necomancer which is the only magic class in the contest. So i'l just change her into a rogue.
@JinSuin, You definately should! would be good to get another swansea person in the contest!:P
Lil update (didnt want to bump without putting up more stuff)
Did her belt buckle and stitching. The buckle is pretty simple and has large shapes as i want to get some nice clean bakes from it, anything more intricate would be lost in a pixel mush.
Here's a gif for anybody wondering how to place stitching without it taking forever, a little hand tweaking is needed to get everything how you want it.
general update turntable (i make way too many gif's it seems)
Any thoughts on the cloth around the belly area and how to make it better? i've been told it looks way off.
I love how you did the hair, pouches, and rings. Sweet!
Her face is looking awesome. Can't wait to see more!
redid the cloth on her torso, sculpted the hood, added some noise to the cloth, changed a little bit of colour scheme, adding a load of little stitches and stuff. Also adjusted the belt a little bit to add more silhouette to her.
FINISH HER!
Also finished up making the lowpoly for her. Made the sheeths for the daggers, just need to make the daggers now.. but il do that after i have her finished. lowpoly weighs in at 13934 tri's. So i have just over 1k left for alpha planes for buckles, the fur on the boots and eyelashes. which is more than enough.
edit: crap, polycount includes weapons, misread brief, time to cut out a few polys :P
The bake came out great mate. But personally I would drop most of the hair planes in favour of the larger planes. Other than that keep going and I look forward to the texturing.
Started to block in basic colour and spec values, going to start texturing properly tomorrow.
Edit, i lie, i need to add her rings still
huge pic sorry!:
Modelled a dagger for her, 494 tris 1024x1024 textures
And final A pose renders for folio. Need to pose her and do beauty shot and construction shot still. Waiting to see if we're allowed to make scenery for them to stand in first though.
if you would work on her a little longer
I'm still in shock and awe at your speed.
I think if I had to critique though it would be the UV shell for her face. Her UV shell for the most important part of the model has been compressed to about 10% of the shell while the rest has been so relaxed out it takes a larger portion and most of it is covered by hair anyways! I figure you are probably calling this one done, but when you decide to do another character give alot more space to the face so that you can add even more detail.