Yeah it's a tricky balance to find, right ? We naturally want models to look pleasing all the way through ... but for productions sake a plain old T-pose is always best really.
Now there are always ways to work with a pose stored on a layer ; it's doable in both Zbrush and Mudbox, but working that wayis always a little bit awkward.
And yeah, I meant *real* fingers on the *real* screen hehe I do it all the time on pretty much everything, it really helps as it somehow manages to create an instant fresh eye effect.
Tossed the head into marmoset and did a couple test bakes. I'm not sure I want to go with marmoset for this. I think I might want to use something new, since I am rarely ever happy with unity for straight portfolio shots, and characters rendered in marmoset always look good, but have a similar quality that they all share.
He's super talented and a very nice guy, and he's helped me with some of the more complicated curves. Deserves another shout-out, just so people know where the awesome design came from.
Also, it should be stated, he gave me permission to do the piece, but is also on-board with the change in nationality of the athlete.
I'm having some major problems with marmoset, so I can't get the displacement feature working yet and I can't do a full body shot, because the dynamic lighting is only working at close distances. They are helping me get it figured out in the marmoset thread though, so hopefully soon I can start using those.
This is looking great! The Marmoset renders are really nice. Her face is reading very smooth and oily, though, in my opinion. I haven't been following along too much(subbing now), so sorry if this was already answered, but what part of her is using the tessellation?
Also, a personal preference, I liked the lighter suit with the orange accents. That render, above the breakdowns, looked really nice. I like the blown out highlights mixed with the noise and aged photo in the background.
Thanks, she's finish so I had to go with some sort of blue/white variation, although I really did like the yellow/red/white.
Her face is tessellated, but not in these shots. Marmoset tessellation doesn't work correctly with my GPU card. I'm building a new computer though though, so I'll have those in the end. I know the tessellation works and it looks great, just it breaks my specular is strange ways.
Hey ysalex, I really like what you have got so far and I hate to be one of those guys who tells you to go back and change stuff when you want to call if finished, but I have to :O
The hair is really bugging me, it kind of looks really soft like the clay sculpt and blends in to the soft skin which is throwing the model off in my opinion.
I think some small tweaks would sort it, like if you to made the hair darker or add some smaller hair indents to break up the larger forms, or play around with the spec and gloss levels.
I agree that her hair needs more work - on the texturing really. More contrast and variety of colour tones. Maybe darker roots?
In your more recent updates you made her make-up way too dark around her eyes (eyebrows as well). She now looks like she has middle-eastern or Indian eyes which doesn't fit here blonde hair and white skin.
They were perfect here:
Replies
Now there are always ways to work with a pose stored on a layer ; it's doable in both Zbrush and Mudbox, but working that wayis always a little bit awkward.
And yeah, I meant *real* fingers on the *real* screen hehe I do it all the time on pretty much everything, it really helps as it somehow manages to create an instant fresh eye effect.
Considering UDK or cryengine. Anyone?
Checking the pose I think I'm going to use, like the concept. I've always been shit at the hand on hip pose, so I'm happy with how this turned out.
Jackablade, it's on the first page so you might or might not have seen it, but just to plug him again, the design is by saiful haque:
http://network.artcenter.edu/gallery/Space-Dive-2030/3920357
He's super talented and a very nice guy, and he's helped me with some of the more complicated curves. Deserves another shout-out, just so people know where the awesome design came from.
Also, it should be stated, he gave me permission to do the piece, but is also on-board with the change in nationality of the athlete.
And with crappy stand-in hair:
_____________________
I'm having some major problems with marmoset, so I can't get the displacement feature working yet and I can't do a full body shot, because the dynamic lighting is only working at close distances. They are helping me get it figured out in the marmoset thread though, so hopefully soon I can start using those.
Also, a personal preference, I liked the lighter suit with the orange accents. That render, above the breakdowns, looked really nice. I like the blown out highlights mixed with the noise and aged photo in the background.
Her face is tessellated, but not in these shots. Marmoset tessellation doesn't work correctly with my GPU card. I'm building a new computer though though, so I'll have those in the end. I know the tessellation works and it looks great, just it breaks my specular is strange ways.
The hair is really bugging me, it kind of looks really soft like the clay sculpt and blends in to the soft skin which is throwing the model off in my opinion.
I think some small tweaks would sort it, like if you to made the hair darker or add some smaller hair indents to break up the larger forms, or play around with the spec and gloss levels.
In your more recent updates you made her make-up way too dark around her eyes (eyebrows as well). She now looks like she has middle-eastern or Indian eyes which doesn't fit here blonde hair and white skin.
They were perfect here:
Great work on her body though! She looks awesome.
Sorry about all the images.
Full Album: http://imgur.com/a/OP1fb