***FINAL PROGRESS***
***CONCEPT***
By sixmorevodka @ cghub
***ORIGINAL POST***
I wanted to post a bit of progress here to get some crits and feedback as this is the first female character I've ever created and 2nd character total. I'm feeling a bit let down by my progress, as these are portfolio pieces and not up to the standard I've seen here on polycount.
Also, I'm given a month from beginning to end to complete each character and I'm feeling REALLY rushed. I'm assuming a month would be plenty of time to create a character and I'm slow. I'll get better at that as I go I'm sure, but I'm trying to take my time and get the anatomy down before I move on to clothes and accessories.
Anyway, here is where I had to leave the anatomy and move on to clothes because the hires is due Monday.
Still planning on tweaking the eyes and ears:
Replies
A lot of people draw/sculpt like there's nothing on the head but a face and ears. No.
If you want an advice, just look at a female head in Zbrush ( in R4 you have a female head in the Insert Multi Mesh human brush with some other body parts ). You don't need to use it if you prefer to sculpt your own, but just look at the shapes, will help a lot...
Here is an update on the face:
And some progress of the folds:
The anatomy is not anywhere near where I would like it, but I had to break up the hires sculpt into 1 week.. since this is my first female model ever, I could only give myself 3 days for anatomy and 2-3 for clothes.
I'm curious for those who are in the industry.. does this happen a lot? Where the deadlines cause you to rush and you're never satisfied with your work? I've seen some amazing art on here from some awesome games, but I'm wondering if those artists felt rushed and not happy with the end result.
I am pretty sure that 3d.sk only accepts models of 18 and older, so the reference I posted is physically adult. I'll admit she does look young.
I just rechecked it against other reference, and I'm pretty sure the fov is too high on the reference I gave, or the angle of the head is off, or something. Polynaut's braincase was too small, but his facial proportions were correct. My bad.
@Polynaut
As Bob Ross said, if you're ever completely satisfied you might as well quit.
Sometimes, in a job, you'll be put in a position where you don't have time to go back and fix mistakes. But that's why you practice, and learn - so when it's all said and done you can say "it may not be perfect, but I think I did a pretty damn good job".
Anyway, here's where I'm at now:
Crits are welcomed of course.
Also, her mouth is quite wide, the concepts mouth is actually considerably small (tall lips though).
Impala has a point about the lips, though. The mouth could probably stand to be less wide, and with fuller lips.
I think you need to work more on your wrinkles. Right now they are pretty sparse and flat. If you compare the tabard on the model to the concept, the concept has much more wrinkles, and they are much sharper and deeper. A lot of the cloth could probably use a working over with a polishing brush (hPolish and TrimDynamic are good). The 'spandex' area on the model looks more like naked skin right now. I think you should tone down some of the definition, especially around the edge of the breast. Or maybe you haven't gotten to that yet. I dunno.
Honestly, most people don't get to be character artists when they first join a company, especially if they don't have much work experience. It is far more common to start out as an environment artist or concept artist, and work your way there. Someone tell me if I'm wrong, this is just information I've picked up from asking around and reading bios.
I think I will be able to get back to the face before I move on to the low poly version. I've got about 2 1/2 weeks before she is due, so I should be good. I learned a lot last month from my first character and I think spending the time on the high res version is worth it - correct me if I'm wrong.
Toward the end I'm planning on using the noise feature in zBrush to add fabric details (I've never used it before but I think that is the best option)
Currently working on the glove now - so it's very WIP
Anyway - here is an update with where I am today:
Adjusted her head size - finished the gloves - started on the jewelry.
Crits are very much appreciated!
I'm going to have to call this finished (pretty much) because I need to move on to the low res this weekend. I have time to make some minor tweaks tonight, but we'll see. I'm still playing around with the noise on the clothes, but I think right now it is too small and creating a moire pattern.
Currently progress:
You may want to do a quick blockout of the hair, since it will make her face and neck look a lot different.
Quick update with UV's. I'm still packing them into 0-1 space, but wanted to get some feedback if anyone sees some weird seams going on.
Thanks,
Tony.
I've got a few map errors to clean up, but I'm pretty happy with it. On to color blockout and hair cards.
Crits welcomed as always.
Your bake looks very clean!
Also thanks about the bakes. I've got this chick broken up into about 13 different pieces and spent 8 hours (twice now!) on just baking normals. Probably not the fastest baker but they come out clean in the end!
Jessica - thank you! I wanted to model a female for my portfolio and it was hard to find something that was cool looking and not half naked! I think this one shows enough anatomy but also cloth, metal, bronze/gold and style.
Small update with normal and block out color. Still no texture details so everything looks like plastic.. more to come! **this is currently an 8k map - so it looks extra crisp**
The only part I'm not complete happy with is the bottom of the cape. I think I need to bevel it before I bake.
Quick update with hair and I started on the face texture:
A lot of block in colors still and sweet eye logo on the cape!
Come along way;
Only crits I can give is the logo on the cape is triangles; you've done blobs :P but again its a block out I expect.
Update:
I've mainly been working out all the materials inside Marmoset. I've still got pretty standard diffuse, spec and gloss maps going, but I wanted to get the 'feel' of the materials going as I plug away at the textures.
Crits welcomed!
So is the above image the low res? You should post some wires!
But that could definitely be the angle. The concept is at a down-angle, and most of the renders seem to be from an up-angle.
EDIT: I think it might be the shape of her eyes? The concept's eyes are much thinner, more 'almond shaped'. In the model, they are much wider and rounder.
nyx702 - This is my second character. Here a link to the first character I ever made: http://www.polycount.com/forum/showthread.php?t=105190
I'll post wires soon.
Aga22 - Thanks. I am my own worst critic. I think it keeps me motivated to try harder. At some point it just comes down to where I am and how much I can do. I know I will get better, but I don't want to be comfortable where I'm at.
Dirigible - I completely agree about the eyes. I still need to tweak the head and I'm trying to figure out what the difference is.. something about the cheeks as well. Might be able to fix it with textures, but I'm not sure yet.
Posed update:
Still working on the hands, but I wanted to get a crit on the pose so far.
I dunno if you're still working on texture, but there's a lot more you could do with material definition, and her belt buckle is missing a lot of detail.
As far as pose, she actually has a bit of tilt in her neck in the concept, which puts her head at more of an angle.
here it is:
Thanks again for everyone here at polycount that helped me out on this one!
Good job, man!
Forgot to add a shot with wires.