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[WIP] Critique Wanted! My first human character...

Hey, Polycount! I'm new here and I'd like your help. :)

Right now I am working on this girl, who is my first attempt at a human game character. I crave any critique that my fellow game devs and 3D artists can provide, so if something sucks, please be brutally honest!

My overall goal is to create a character who is a "real girl" - naturalistic, believeable, and not hyper-sexualized like many female images in games tend to be. She's a tough chick and a tomboy; she likes to play in the dirt and hang out with the guys. Her main hobby is riding dirtbikes, so that I can model some sweet motocross boots and incorporate lots of hard-surface details into this organic character model. The costume design will be visually very bottom-heavy, with a value gradient that darkens from top to bottom. I will include plenty of interesting wear-and-tear details into the clothing textures and on her skin. In-game, this character would probably be more suited to a sidekick or "best friend" role, not so much the main protagonist.

I'm working on her costume & tattoo design at the moment, trying to figure out a color scheme that works. Here's her basic attire; I still need to add all the little details like rips, scuff marks, dirt, zippers, buckles, and pins:

ErinZaneski_wip02.jpg


And here are some screenshots of my Zbrush sculpt so far. I have not worked on the hands or feet much yet. I really want some critique on the anatomy before I move on to sculpting hair and clothes:


ErinZaneski_wip03.jpg

ErinZaneski_wip04.jpg

ErinZaneski_wip05.jpg

Thanks for looking! Let me know if my anatomy can be improved!

Replies

  • Stoop_Kid
    Wow, how come no one commented on this? This is looking sweet! :D

    I'm not especially in any position to give critiques, haha, but I think maybe the lower ab/hip area seems a bit iffy. It seems like the abs and obliques aren't really making the shape I'm used to seeing, the V shaped muscles down to the crotch. But then again, that's where the fat goes, so if she's supposed to have just a little bit of flab, it's lookin' cool.

    Maybe the lats on her lower back are pinched in a bit too much.

    The chin and lower jaw seem a bit manly-ish and square as opposed to a more dainty one. But she is a tomboy, right? :p

    All in all, I think it's going great; you can totally avoid my ideas if you were aiming to do that. You seem to have a good grasp on what you're doing! :)

    Keep it up, and hope to see more soon!

    P.S. I checked out your portfolio, haha. The Ki-Rin character is gorgeous.
  • theStoff
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    theStoff greentooth
    Looking good so far, I especially like the hands. However, I'll give a few comments to improve. First the mouth is a bit wide and has a strange pinch on either side. The cheeks could also be refined. The shoulder blades seem a bit sharp and the crevice in the center of the back is a bit deep. Lastly, there is an odd indent at the base of the back of her skull. Those are the main issues I see but don't forget to refer to reference, there may be things that I haven't mentioned that could be fixed up. In any case keep it up.
  • Saig
    Hey, thanks so much for the feedback! :)

    Stoop: I did make her abdomen less defined on purpose, but that is an area I've been having trouble with in particular. And yeah, I tried to make her somewhat androgynous with the chin and such. :P Thanks for checking out my portfolio, too!

    Kosh: I intentionally made her mouth a bit wide, just so that she has some quirks to make her facial structure less generic. Do you think it's too wide to be believable? I'll definitely work more on the back - thanks a lot for pointing those things out!

    I'm going to post an update later tonight... I spent ALL my free time yesterday sculpting her top over and over. Making convincing wrinkles and folds is not nearly as easy as all the tutorial videos make it look. I'm going to keep trying to figure out what I'm doing wrong for a few hours, and then I'll probably need some more Polycount expertise!
  • Saig
    Okay, so I added her facial piercings and tried to fix the odd pinches around her lips. I discovered some bad topology around the corners of the mouth, so I don't know if that area will ever look quite right:

    ErinZaneski_wip07.jpg

    I'm still struggling to sculpt convincing clothing. I want her top to have some pretty intense folds, as if it is bunched up a bit between her curves. But I know I must be doing something wrong, because the process is sooo slow. Could anyone share their workflow/brushes for creating wrinkles and folds?

    ErinZaneski_wip08.jpg

    I also spent some time figuring out just how I want to construct her pants:

    ErinZaneski_wip06.jpg
  • Saig
    Okay, big update! I've been working really hard on learning to sculpt clothing and folds for the first time, and now I have all of her costume in place. It's obviously still missing a lot of detail work and her hands need detailing, too. I'm also trying to find a better way to have her goggles hang from her costume. And I still feel that she's missing something... but I don't want to just include the usual backpack/bag accessory.

    ErinZaneski_wip09.jpg

    ErinZaneski_wip10.jpg

    I still need to fix some clipping issues and such...

    ErinZaneski_wip11.jpg

    ErinZaneski_wip12.jpg

    I'm pretty proud of how her motocross boots are coming along. :)

    ErinZaneski_wip13.jpg

    Next, I'm going to re-work the basic shape of her body before moving on to smaller details... I wanted to make her a little different than the generic, idealistic female body type, but I think I got so wrapped up in sculpting clothing that I lost sight of her shape. I would love some critique on the costume if you guys have suggestions!
  • jackalope
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    jackalope polycounter lvl 11
    For your first character this is awesome. I really wish i was more familiar with character stuff to give you a better critique.
    some things i see are this: the mouth looks a little too wide the elbows look too sharp. So do the cheeks, and there is something weird about the tear ducts.

    Keep up the good work!
  • peanut™
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    peanut™ polycounter lvl 19
    I wish i had zbrush 4R4 back in the days when i was starting.

    lol ?
  • danpaz3d
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    danpaz3d polycounter lvl 7
    Nice, great work so far!

    Critiques from me are that there should be less folds between the pants and the boots considering that she would tuck the pants into the boots...maybe? Also, I don't know if you've noticed the small hole in the shirt (At the front, above the right breast), unless it's supposed to be there?

    Other suggestions, the beanie could be pulled down a bit at the front. And for other accessories I think a couple of straps around the arms would be good, to hold knives, tools etc.

    That's all I got! Keep up the great work!
  • almighty_gir
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    almighty_gir ngon master
    the piercings just don't need to be sculpted on... they shouldn't cause huge dents in the face like that, and really you can just add them as low poly geospheres later on.
  • low odor
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    low odor polycounter lvl 17
    tumblr_ljw9k4OVyA1qd4fxko1_500_thumb.jpg
    I thought that too ..but seems like it depends on the jewelry..

    Looks goods..I would try to push the character in the face a bit more
  • MrHobo
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    MrHobo polycounter lvl 14
    Edit: Low odor beat me too it!

    I dont think there's too big of a problem with the piercings, the indentation should be softened a tad but based on what Im seeing on google, they would push in a bit on the cheek:

    lipandcheekpiercings1.jpg
    brittanyaocampo333x336.jpg

    Watch the corners of your mouth though, yours are super sharp right now I think.
  • Saig
    jackalope: Thanks for commenting! I will definitely fix up the elbows and mouth, those are two areas that I've been fighting with.

    dan: Yes, the pants are supposed to be tucked into the boots, and spilling out over the top of the boots a little bit. Does it not look like they're tucked in? And yeah, I have a few clipping issues that I haven't had time to correct yet. Thanks a lot for your suggestions! :)

    gir, low odor, & MrHobo: I will try to make her piercings more believable! But as MrHobo said, they really do pull in on the cheeks a little bit, and I'm not sure how I could improve there.
  • danpaz3d
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    danpaz3d polycounter lvl 7
    It does look fine how it is. I was thinking something like this.
    Just not so much fabric hanging over.

    NMI_2010_FashionYear_00278A-225x300.jpg
  • almighty_gir
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    almighty_gir ngon master
    low odor wrote: »
    tumblr_ljw9k4OVyA1qd4fxko1_500_thumb.jpg
    I thought that too ..but seems like it depends on the jewelry..

    Looks goods..I would try to push the character in the face a bit more

    this one seems way too much like those indents are exaggerated by the position of her lips.
  • Snader
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    Snader polycounter lvl 15
    The problem with the piercing dents isn't the strength, it's the shape. They are modeled as a perfect circle, but IRL they are more of an almond shape () along the direction of the cheek.
  • Rageleet
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    Rageleet polycounter lvl 6
    amazing for your first character!, loving the style ur going for but i agree with others those studs look a little too round, but some sexy stuff here! keep up the good work!

    edit: i just realised something if shes not wearing a bra wouldn't there be some nipples poking out ? :P
  • Stoop_Kid
    She's coming along awesome! I can't wait to see it finished. :)

    I'm really digging those piercings.
  • turistainc
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    turistainc polycounter lvl 9
    Really great work. Proportions and anatomy are really really good. Specially like that you didn't make a girl with huge boobs and barbie-like proportions.

    Needs a bit of definition on certain areas (elbows for instance) if you're going for a realistic look. The mouth, specially the corners, is a little off, but I kinda like it... Gives her some personality. Maybe just needs a bit of finessing to look intentional.

    The cloth folds at the bottom of the pants are a bit blobby. Unless these were flannel pants, they need to have more defined, angular shapes.

    The breasts and nipples would also be a bit more defined if she's brawless wearing a shirt like that. Emphasis on "a bit."

    As far as what she's missing, maybe an arm-band or mini-pouch. But I wouldn't go overboard, texture her first and then take a look and add more accessories if needed.

    Can't wait to see the finished piece!
  • Saig
    Snader wrote: »
    The problem with the piercing dents isn't the strength, it's the shape. They are modeled as a perfect circle, but IRL they are more of an almond shape () along the direction of the cheek.

    "Almond shape" - that's the perfect way to describe it!! Thank you so much; I couldn't figure out how to fix it on my own.
  • Saig
    Rageleet & turistainc: She's supposed to have on a strapless bra, hence the sharp folds around the undersides of her boobs. Because, yeah, I don't want her to have nipples sticking out or a tiny waist or any of that fanboy stuff. I know what might help - I'll try to make the back of the bra influence the shape of the shirt across her back, so hopefully it comes across more clearly. Thanks!

    And more angular shapes on the pant folds... noted!
  • Aga22
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    Aga22 polycounter lvl 12
    if that's your first character, im quitting man... nah just kidding , amazing job!

    only one thing i have to say, the piercings in all the girls in the pictures are on the same level with the lips, while yours are a little higher. i think on the lips height makes it cuter.
  • Saig
    Wow, I'm sorry to have gone so long without an update on this. I got really busy with school/life and haven't had a chance to work on her for a month or so. Anyway, here are some renders of where I'm at right now. I finished the hi-poly, made a 10,300 triangle lo-poly, and the textures are as finished as I could possibly make them at the time.

    I really want to go back and add more detail/color variation to the diffuse map, and there are also elements that I want to add that are completely missing right now (like leather panels on the inside of her pant legs) I don't know if I can find the time -- I might wind up just starting on a new character. I've already learned SO much from working on this girl; I know that what I make next time will be 10 times better!

    Low-poly mesh with normal map applied:

    ErinZaneski_LoganWires.jpg

    Low-poly with WIP textures:

    ErinZaneski_LoganTurnaround01.jpgErinZaneski_LoganTurnaround02.jpg

    ErinZaneski_LoganTextures01.jpg

    ErinZaneski_LoganTextures02.jpg
  • deolol
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    deolol polycounter lvl 6
    I absolutely dont believe this is your first model, its just not plausible, but its looking very nice regardless. Her back is looking flat though, maybe get some faux shading in there.
  • Fingus
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    Fingus polycounter lvl 11
    First human model. Probably not first 3D model, or organic model for that sake. I'm guessing he means first time doing a full character.

    By the way, great work! Came along very nicely and got a nice unique look and personality.
  • Saig
    Oh, no, this is not at all my first model! Just the first time that I have attempted a human character, which turned out to be the most difficult subject I have taken on yet!
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