Hey guys, just recently started to get posting some work here. I'm a Digital Arts student and I'm still learning, so bear with me.
This is a personal character project I am working on; Yoko from the anime Tengen Toppa Gurren Lagann. Hope I can do her justice.
I started directly in dynamesh, that explains the horrid hands hehe.. For the face, I didn't want a full-on anime look. I'm leaning towards a more final-fantasy kind of look which gives a nice balance of realism and stylization. feedback is greatly appreciated, cheers!
REF SHEET
Replies
Hands and Body Tweaks!
ps. aint this sora from kingdom hearts??
This is looking pretty sweet. I'll be watching for sure.
BobtheGreatII is right. KH pics for the face. It's the look that I was going for. I've always adored Tetsuya Nomura's style ever since I got my hands on the game.
Thanks for checking it out guys! Noted on the boobs. :P
More updates coming soon.
I believe in you Sefice! Believe in the me that believes in you!
I think she's almost a bit too realistically proportioned at this point, making her seem a bit taller? I think it's the head size?
Luckilytip Blogspot
Check out those awesome matcaps!!
Those knees!! OwO
Well, started doing the clothes but I'm thinking of retopologizing the body first before I go making the stockings and armband. I want to keep their topology relatively the same with the body for skinning.
And here's a time lapse of the process. Nothing fancy. Just thought I'd share.
[ame="http://www.youtube.com/watch?v=mkuv1B9EhSI"]Time Lapse - Yoko Gurren Lagann - 3 Clothes - YouTube[/ame]
@fearian
I noticed she does seem taller. I'm going to try resizing the head and/or the torso. Thanks!
anime style eyes are always a huge challenge for me but you rocked it
I know a lot is going to be covered up with her long glove, but i think spending a little extra time on the arms would be a good idea to get each mass to flow more naturally into eachother. (how/where the bicep flows into the elbow, how the inner elbow and forearm look in this pose, how the wrist flows into the hand etc)
i also think you could work up the belly button a little and the form of the abdomen going up to the ribs
looks awesome though, keep it up
Wow! I didn't realize until now that you're SupremeFunk on Youtube! I actually got the matcaps from one of your vids and they have been a major influence in my work. You have my sincere gratitude. And I love your work on Dizzy!
Anyway, yeah I'm kind of dissatisfied with the way the arm looks and it feels harder to do than every other part, being thinner and all. I'll definitely spend more time in there. Thanks again!
It would seem that she has a little more belly in the ref than your model has, no?
Haha, I will definitely add those in just have to finish the clothes.
Thanks! I had great references (i.e. Kingdom Hearts). Working on the tweaks now.
-Resized the bangs and tweaked the shape.
-Adjusted the torso so now it is shorter.
-Completely redid the 'sideburns'
-Defined the arms a bit.
-Defined the abdomen.
-Adjusted the shape of the scarf according to the reference.
-Added gloves and skull clip.
Need critiques on the physique so I can finalize it. I think shes looking more 'Yoko' now.
Face Close Up:
Other Mat:
Oh and have any of you guys come across this error while saving a subtool? ZBrush tells me "unable to OffLine a memory" or something and won't allow me to save. Did a search on it, no solutions yet. I'm using the latest update by the way, ZBrush 4R4 P2. This only happens if I import the hair pins I did really quick on Maya. Deleting that subtool allowed me to save again. No idea why it would cause a memory error since it has incredibly simple topology. (just scaled a cube).
As for you model I think it's about time to start adding simple muscle groups (especially the legs and arms). Make sure to keep them stuble though so they come into play when it moves in the light.
Also looking at your model and then the ref images I think the head could still be a little larger in size and wider. Other than that, keep at it.
Another update:
-Added in missing pieces: boots, wrist-things, and belt
Did the base meshes in maya this time.
I will continue to tweak her and add in more fine details before I finally resurface her. I'm going mid-high res on her, that'll hopefully make her look good on close-ups.
Oh does anyone know any good real-time shaders for Maya? or any shaders at all? I've been using the default all my life and it'd be nice to try something new.
Anyway, pics.
Ortho:
3/4s
Trying to keep along the lines of the 'final-fantasy' style. But I'll see what I can do to stretch it a bit further. Thanks!