Hopefully I can finish this before the deadline! Just saw the contest today. Looking through some of the entries, I'm seeing a lot of badass/ awesome/ perfect characters, and I thought I'd bring a bit of a British twist of shame and awkwardness.
I want to do a young female necromancer, ashamed and nervous to be out doing her night work. Either she is a student of a shady sorceror, or perhaps this is an embarrassing addiction that she stumbled into, but just doesn't have the willpower to stop. There's no glamour in her life of digging through graveyards trying to hack together enough parts that won't be noticed if they go missing - it's just hard, dirty work.
So here are a few Google searches rolled into one (well two really) to give me a decent amount of initial reference:
Thanks for checking this out, more updates to follow shortly!
Replies
I couldn't work on this yesterday, but today I've been finishing retopologising a sculpt I did a couple of weeks ago, which I'll use as a base in Zbrush, and if I don't have time, will suffice for the majority of the final mesh, I think:
If I run out of time while sculpting, at least I won't have to spend a day re-topologising/ unwrapping the model. I want to try out some different clothing designs in Zbrush to find something that works well in 3D. I can then sculpt, paint, retopologise and unwrap the clothes.
I doubt my method is the fastest, and I probably wouldn't go this way in a production environment, but this is a good learning exercise for me as well. Hope that makes some sense!
Mainly though I was sculpting my character in Zbrush. I feel like I learnt quite a lot about the female form doing this. I would love to know what faults you can see in the anatomy particularly. I was careful to only subdivide as much as necessary. Here's the result at the end of the day:
If you want to see the current state of the model in glorious 3D (with a low res jpg as a normal map and ugly seams):
http://p3d.in/1ghDF
I would really appreciate some feedback on the anatomy! I'll start working on her clothes next.
Today I've been really enjoying sculpting in Zbrush. I detailed the body to an acceptable level (without adding extra subdivisions) and started on the clothes and hair. This is my first time trying to sculpt either of them. Clothes are fun! Hair is really really hard! It currently has the most polys out of all my sub-objects and still doesn't look great. Anyone have any tips? I'm not sure whether to go with geometry or alpha mapped planes in the final low res model.
Here's the current state of the model. Oh, and she has a name now - Charlotte. I used symmetry on everything but the hair, t-shirt and belt. Colours are merely for differentiation between sub-objects:
All feedback welcome!
Your character looks good, but I think that her outfit could use some more pieces to show that she is not just a peasant or commoner.
Also, I think you should look at some cloth references, because it is unclear why her clothes are folding the way they are in some places. It looks to me like they are made of very heavy rough leather, is that the case?
Anyway, good luck!
Did some more sculpting today - here's the latest:
Watch the edge quality of the lines you have in her face- they seem a little too hard and not very natural, and it looks like you have a bit of pinching at the corner of her mouth. One thing that might be cool to add is some semi-heavy bags under her eyes since she does night work
And going back to the anatomy, her hips seem a little low, and the lower part of her leg should be a bit longer than the upper part- right now they're about the same length.
Good luck!
I'm spending some time doing dull retopologising and uv-ing in Max at the moment, then hopefully I can project the preliminary maps, set up materials in the scene to see how it looks, and iterate on the sculpt/ painting to make everything better. There are still a few props I'd like to sculpt as well. Last step will be in Max to quickly rig her to a biped and pose her. If you can think of a better workflow, I'm open to experimentation!
I've got a couple of hundred tris spare - maybe I'll give her a cloak if I have time! I'd like to put in a graveyard-y base but not sure how much time I have spare before the deadline. The priority is the character.
I love your necromancer model! The textures are great - could you spare any advice for how I could better mine? Thanks
Also here's a real-time viewer of the model (textures reduced to 1024 by 1024, no alpha):http://p3d.in/Htkba
Beauty shot:
Construction:
Texture sheet (full 2048 resolution):
Thanks to everyone who commented, and for checking it out!