Working on a new piece. I have permission from the original concept artist to try and make a gameres character for my portfolio.
The artists name is Saiful Haque. The concept and the rest of his art is amazing and fun.
A plug to his behance portfolio:
http://www.behance.net/gallery/Space-Dive-2030/3920357
Here is the concept:
The basemesh I made (from level zero silo baseman with shoes), to work her out. Head is split from old anatomy practice:
And here is where I am at so far:
Trying to mimic the concept faces more masculine features:
Replies
Great work so far!
I think you might have to make her legs a little longer to hit the concept? ..and for some reason I keep seeing the same head on all of your models, but maybe I'm prejudiced now
Here is some work on the head cover. Not sure if I will do a covered up version like this, or give her hair like in the posed concept art, so just exploring.
As always, rightful attribution to the concept goes to the talented Saiful Haque.
as for head, i think the nose is more pointy on concept from first post, and perhaps jaw should be slightly pushed forward as well.
I think your well on your way. Great work on the face/head.
Only some crits about the right leg.
-Make the support a bit thicker (just a bit).
-Smooth out the angle on the back support so it's a bit more similar to the front one. As below-
Thats it!
basic updates:
EDIT: I forgot too add that it is 2500 tris so far. I am aiming for 4500 tris.
So, here is the suit without the head.
I'm looking forward to you finishing her. Keep it up!
At any rate, I'm not really sure it's actually a style, but more of just habitual way of seeing things (incorrectly). It's a block I need to get past.
My goal is to learn a wider range of features etc. by working from references for awhile, and to stop doing face sculpts from memory until I get a bit more diverse. I will update the thread with her face when I feel like I've got something to show for myself.
In the meantime, I really want to do some texturing and a mix of hard/organic modeling, so I'm pushing forward with the rest of this. I have UV space saved for the head, and I'll add it when it's done.
You do great work, by the way. I saved your comicon girl and some of your settlers 7 pieces saved to my inspiration folder awhile back.
Again, feel free to guess the actress.
So, here's the new body:
1 - Inline with the concept. Obvious pro is that it helps deliver the look of the concept easier. Con is that the hair works in the concept because the woman has darker features and a more ethnic look, so the dark contrast and straight hair works well for her. On my model it might look a bit dull.
2 - Something traditional for russian olympians. I might use a more traditional style that a female gymnast might wear. Have to look this up. Pro is that it will seem perhaps more authentic, and deliver the 'olympic' look that the concept art has going for it. Con is that it's not so much inline with the concept, and could detract from getting the same mood across.
3 - The mass around her neck is the bunching of the suit because her hood is pulled down. I could skip hair, and just have the suit pulled over her like a hood. Con is that this could be really boring. Major pro is that it's easier, and another major pro is that I intend to do a gameres version with full helmet and jet-pack atrire, and for this I will have to do a version where the hood is up anyway.
let me know what you think, not sold on any other them yet.
Updates. ZacD I agree with you. I've tried to find a balance here. I think the ankle still feels a little high, but I think I managed to tighten everything down so that the gap doesn't seem to open so wide from the side and three quarters view. I like it more. The bottom image shows pretty much all the major viewing angles.
Much happier with the shapes of the helmet.
Keep it up man!
Modeled the pack tonight. Tried to make it all one subdiv surface. The bottom was more of a mindfuck than I could have thought. Took forever.
I am loving the progress you are making with this.
man i really have to disagree
while i think the body and head do look great, how tall is she supposed to be? Right now she is almost like 9 heads tall, which is like ultra large for a girl - don't get me wrong she is looking sweet so it doesn't really matter if she is supposed to be pretty tall, but its definitely not what i would call petite
Anyways, for those coming from the WAYWO thread, here is a super crude image of what I was talking about:
I don't think I've seen this mentioned before — why did you change her ethnicity from the concept? Considering the whole suit is patterned with arabesques and lines remniscient of the arabic alphabet, it's odd to see her turned blonde.
As for the blonde thing, blame my wife. I used a portrait of her as practice learning to render in mental ray last month. After I was done she asked me if I would make her a 'hero game character'. So I said yes, since she'd been so nice about letting me take references photos of her and generally mess up her perfectly nice and pretty face doing a sub-standard CG portait that makes her look like a leather mannequin.
Portait: http://i.imgur.com/QfVonl3.jpg
Anyways, so I've been meaning to redo this concept for a while after having given it a half-hearted try about a year ago, so I thought it fit pretty well.
In the end, I'm thinking I will change the color scheme (easy to do since it's all layered in photoshop), change the letters on her leg to russian, and do a russian version of the persian character. It's the olympics, so there's got to be a lot of countries participating.
to test this, put your arm in the position you've illustrated in your photos and your model, then turn and look side on in a mirror, and you'll see it is not straight. you've got to either straighten it in the front view, or bend it in the side view
the only other thing that stands out to me is that jetpack thing, the parts that rest on her shoulders would completely restrict her arm movement
Check the references I posted and also the scanned model I posted in the waywo.
You can try looking up some Synchronized swimmers, Snow shooters, Ribbon gymnasts, or any other sport that has the petite female body contorting in weird ways, and you will get what you get like that.
My only concern is a technical one. How do you plan on the low-poly for the arm? Is it going to be a straight cylinder down, or are you going for the twisted (spiral) topology, which some people do to fake muscle pull in games like ME?
The reason I'm asking this is because I made the mistake of having a twisted spiral topology for a characters body of mine which way too low, which ended up being a nightmare since I had to constantly fight the shading information and manually fix parts with Morph targets.
If you LP isn't going to be the sub-teens for the body alone, then I don't see any issues with rigging. Just throwing this out there so you can plan ahead if need be.
Here is a way for you to test out the overall read of that area : simply hide the elbows with your fingers or thumbs, keep them on the screen for about 5 seconds (enough for the brain to fill in the gaps), then take themm off. You will instantly spot the oddities that have been bugging people
Like this :
(great job on her tho - and a good concept pick too, certainly standing out of the ordinary pack of CG characters!)
you've got it spot on Ysalex but from a rigging stand point its not a neutral position. the arm is alot more complex than people think when you start working with shoulder rolls and forearm twists. At the moment she has an outwards shoulder roll which although the arm is straight it gives the illusion of an outward bend due to the muscle definition. If you notice in those refs you put up the elbow is towards the body aswell.
Heres a ham fisted paintover of me in my PJs A is anatomically correct but riggers will punch you as its in an extreme/final pose, B is in a more neutral and easier to work with pose.
Its completely upto you where you go, it might be good practice to roll the shoulder slightly and adjust the wrist for rigging, but again its not wrong at all what you have rigging a few of your own characters can sometimes really help finding out these issues aswell. hope that made sense haha
BTW shes looking great, agree with Neox's feedback, enlarging the head may help but I quite like the elongated proportions you have haha
At any rate, here is what I was thinking and what I'm taking away:
I modeled her in that pose because it had a pleasing kind of Contrapposto (might be the wrong use of that word, but I think people will get the idea). I tend to do this.
I recognize that it's not a great habit for finalizing a model, since it puts an extra kink in the rigging process, so I suppose I let it stay for a little too long. If/when I do continue to model with this kind of kinked anatomy, I'll make sure to take it out before I reach final, to make things easier on me and other people.
Anyways, thank you a ton everyone, crazyfool for taking the time to take pictures, pior for the trick (never thought about it for some reason), and Ace-Angel for the advice. I haven't really decided how low/high poly it will be yet, so I'm going to change the pose before I go into baking and retopo.
EDIT: Pior, I guess you took a picture too, I don't know how I thought you did that trick with your fingers and a screen-capture. Thanks.