I've been doing the arenanet female from the latest internship art test. I'm too late unfortunately to do the test, so this is just for me.
I started this in my anatomy portfolio thread, where I got a ton of awesome feedback, but it's jumping out of anatomy at this point into character, so I'm going to start posting just actual anatomy to the anatomy thread from now and will post updates to this here.
The concept, although I'm sure pretty much everyones seen it at this point:
And where I'm at:
Basically at this point I'm still doing first drafts of all the armor and clothing pieces. Then I'll fix any mis-proportions in my armor, then go and do a second draft of the pieces, split things up, and do a proper high-poly sculpt of everything.
Please ignore the crappy stand-in fur and hair.
Last, I got a lot of awesome feedback in my anatomy thread on this girl, so I'd like to thank Neox, Almighty_Gir & FNITROX, and then really super big thanks to both MM and Crazyfool. MM for pointing out and explaining a few nuances that I feel like I'll never understand but am working on, and Crazyfool for his paintovers. Thanks guys.
Feedback much appreciated.
Replies
i'd just align the alar wing with the septal cartilage
http://www.idrawdigital.com/wp-content/uploads/2010/03/nose-anatomy.jpg
having the nose pointy is totally fine with me, it just feels kind of wrong to me, it doesn#t have to be 100% aligned, but i'd move the septum a little up and the wings a bit down to even that space out a bit.
as far as the anatomy goes, i'd widen this area a bit, overall don't make the shoulders too narrow, i know i know its cool to make them smaller on females, to give them the cute girlish look, however, usually they are wide enough so the arms don't hit the hip bones when hanging down, otherwise they'd always have to pose the arms to not interfere with the rest of the body.
A quick update. Didn't get a ton done today but that's the holidays I guess.
so now you are in a good place I think you can try and push her more towards the concept. Ive done a quick paintover on the direction I would go with, Ive made heavier set upper eye lids, wider jawline so you get fuller cheeks, raised philtrum whilst keeping the pixie nose, smoothed out transition between chin and lower lip (need to look up what thats called hehe) high cheekbones, angrier eyebrows/expression and more volume to the facial features so they arent so flat. Going low in your subdivs makes this stuff super quick to edit. Its only a quick analysis so dont take everything to heart.
Probably most important though is to hide out all your armour/cloth additions and get an anatomy sculpt going that is closer to the concept. Ive listed a few suggestions that may help. Her arms are very long at the moment, usually you should be able to rotate the arm inwards and the wrist should meet the genitals. A more top heavy lady will look really good compared to your other super thin ladies I think aswell, showing a bit of diversity.
Also when you start on the armour, try to go big and really push her silhouette like in the concept art. Its a bit restrained at the moment which goes against the concept art. You'll see that Ive done it to the shoulder pads and skirt pieces which give alot more interesting shapes to the model.
hope that helps man, you are doing really well, should be quite quick to pull things around and try not to get too precious over things. Took me a while to let go haha
cheers
More work done. Approaching the point where I have the base meshes of all the equipment done.
And here is the alpha for the hair tubes, so anyone can use it. Not super complicated but I guess but maybe it'll save someone some time on braids or rope.
Also a mini-tut on how I used it. Again, I know this is old hat to most people but I'm sure someone somewhere wants a quick tiling rope alpha, or a primer on how to get something strange like this modeled without too much fuss.
She's looking fantastic though man, pushing her towards the concept more shouldn't be too hard now but it depends on which direction you want to take her.
The flying skirt/straps is just for me. I've got a smoothed out, 'skirt down' version that is suitable for baking, but I think seeing some movement in the high-poly sculpt helps me think about how the character armor etc. works together as a whole.
Great to see everyone chiming in
Also for polypainting the face i find that giving some more reddish tones to the tip of the nose too give it a more lively appearence
anyway i'm enjoying your progress cause i'm learning a ton from it too! keep going!
Finished all the armor. Now a detail pass on everything, and creating the weapon.
and a basic coloring:
More images. Sorry, I got render happy. I'll only post a couple and then link the rest.
http://i.imgur.com/T9ETM.jpg
http://i.imgur.com/rlkB6.jpg
http://i.imgur.com/nOcBN.jpg
http://i.imgur.com/TzAuM.jpg
http://i.imgur.com/TZs2e.jpg
http://i.imgur.com/Y5zff.jpg
Also I'm not sure if this is a good idea. It cheapens the character IMO.