nice work so far. all the cloth looks great and the face looks great too.
couple thing, the folds on the lower legs are too soft/big for the type of fabric that these trousers are usually made of. look up more reference on ski trousers(eg. surftex).
Hey bud, shes looking great have to agree with MM about the cloth, needs to be more like the jacket which is padded and lots of tertiary level folds where the padding bunches up, you could probably get away with the compression folds lower down still but yea, the rest may need stiffening up. Its a pain to get looking right but worth it in the end.
heres a quick suggestion over things you could quickly tweak on the face if you wanted to, all depends on what direction you want to take her
the main thing is the harsh brow transition to the inner eye/inner eyebrow, should be alot smoother and will read alot better from distance, the side of the nose smooths out to the cheeks too much, should be a touch harsher to show bone structure and the corners of the mouth could be pulled back towards the face so you have more form/shape to the mouth so to follow the teeth/gums more.
only suggestions though matey Im being nitpicky hehe
I've had a lot of work on since starting this. I was originally rendering her in cryengine 3, but it was a pain in the ass, and I wasn't happy with the results I was getting, so I put her on the backburner. However, with marmo 2 out now, I've had much more success, so she's pretty much finished at this point, I just need to do some more renders, and render out the final high poly from zbrush etc
I would really appreciate as much feedback good or bad on this girl as possible, I'm probably looking to get a full time studio job now, so I need to get my work looking as good as i humanly can
Also, a friend of mine just told me geox is a real company, making up fake brands is a pain in the ass!
Probably going to render out the zbrush shots tomorrow.
the combination of the smile and the wide open eyes kinda gives off this impression:
can i suggest adjusting the eyelids a little? just lower the top eyelids very slightly, and raise the corner of one side of her mouth just a little as well. see if that helps.
actually i've figured out what's wrong with the smile... the distance between the lips is only enough for her smile to come across as either smug, or sarcastic. it either needs to be broader and bigger distance between the lips, or close the lips entirely.
Love the character
Completly agree with almighty's point tho, it look a bit like a sarcastic/moking smile at the moment. It would be a very quick fix if you are planning on working a bit more on it!
lol yea, i actually closed her eyes a bit, because before she looked really crazy, but clearly not enough. I might just close her mouth entirely, as it doesn't seem to be working. I really just wanted to show off her teeth. thanks for the feedback guys
Hey Dustin, thanks a lot for taking the time to do that. I'm going to re-address a bunch of stuff tomorrow. The nasal labial fold issue was something I was very aware of when making her smile, but I really need a separate normal map for it, so I might make a quick one to sell the smile a bit better. I tried to redden her cheeks and nose a whole bunch of times, you should see the number of layers in my psd called "face redden" but i'm not sure if i was just under-doing it, or if i was losing some of the redness in marmoset. Regardless, I will fix this too
As for the hair, if you think that lacks volume, you should have seen the first version lol. hair is something i still have very little experience with, this is the 3rd complete re-do of the hair, and I definately get better at it with each version, but i still have a lot to learn, both from a visual stand point and a technical one. I really hated how cryengine 3 handled transparency which was one of the reasons I stopped using it.
in the mean-time, I think this is ok for the high poly render:
Thanks guys, Spoon: yea the clothing is only zbrush. Dustin: Thanks man, there's a tonne of stuff I'd do differently if I had to make her again, but I've learned some important things.
Anyway, I did some experiments with your suggestions, I tried a version with more closed eyes, but she looked really weird, it gave her a sort of confused/suspicious look, and it just wasn't doing it for me, so I kept the eyes the same
there's some interplay with the mouth and eyes and I just wasn't getting the balance right. I also made her a new normal map with some nasal labial creasing which worked ok. Here's the effect:
and I used it on all the shots except the close up one (the one where you'd be most likely to notice it...) because despite how many new renders I took from marmoset, I couldn't get one I liked as much as my original, so alas I kept the old one.
so anyway, apologies for the image dump but here's all my final shots:
if you want to see higher res versions, go to my website and click the images and they'll load bigger ones. there's also a .gif at the bottom of her rotating
thanks for all the help and feedback during this project!
Super cool design and color scheme. Reminds me of something in SSX. I used to love playing that game on the PS2. This piece makes me want to check out the Ps3 version and see if it's any good. Great piece overall!
Looking fantastic, i suggest adding some wet patches here n there, also the inner eye near the bridge of the nose looks a little too dark. Also maybe give her some more makeup too? her face looks a little plain
Hawkes: yea, in retrospect i wish I had of designed her to be a bit cooler and more wacky like the SSX characters, originally she was more of a test character to practice female faces and cloth sculpting. I'm hopefully going to make something more interesting with my next character though!
Pav3d: I was trying to keep her more subdued, more cute without being too sexy, and i felt make up would be too much, it's unlikely you'd hit the slopes with a load of makeup. That said, I think some of her cute-ness was lost between the high poly and the low which is a shame. thanks guys for the feedback
Replies
couple thing, the folds on the lower legs are too soft/big for the type of fabric that these trousers are usually made of. look up more reference on ski trousers(eg. surftex).
examples:
http://www.surfanic.com/media/catalog/product/cache/2/image/9df78eab33525d08d6e5fb8d27136e95/S/W/SW121101-001-401.jpg
http://images.snowbiz.co.uk/images/products/zoom/1314898476-93699500.jpg
also, double check the shape of the boots. left to right is hard to tell right now.
heres a quick suggestion over things you could quickly tweak on the face if you wanted to, all depends on what direction you want to take her
the main thing is the harsh brow transition to the inner eye/inner eyebrow, should be alot smoother and will read alot better from distance, the side of the nose smooths out to the cheeks too much, should be a touch harsher to show bone structure and the corners of the mouth could be pulled back towards the face so you have more form/shape to the mouth so to follow the teeth/gums more.
only suggestions though matey Im being nitpicky hehe
I've had a lot of work on since starting this. I was originally rendering her in cryengine 3, but it was a pain in the ass, and I wasn't happy with the results I was getting, so I put her on the backburner. However, with marmo 2 out now, I've had much more success, so she's pretty much finished at this point, I just need to do some more renders, and render out the final high poly from zbrush etc
I would really appreciate as much feedback good or bad on this girl as possible, I'm probably looking to get a full time studio job now, so I need to get my work looking as good as i humanly can
Also, a friend of mine just told me geox is a real company, making up fake brands is a pain in the ass!
Probably going to render out the zbrush shots tomorrow.
thanks guys
The texture may look a bit clean, like if she just bought her clothes and snowboard and never used them before.
Yeah, Geox is an Italian shoes brand ^^. Well they do clothes too, but mainly shoes. Shouldn't be hard to change that.
can i suggest adjusting the eyelids a little? just lower the top eyelids very slightly, and raise the corner of one side of her mouth just a little as well. see if that helps.
Completly agree with almighty's point tho, it look a bit like a sarcastic/moking smile at the moment. It would be a very quick fix if you are planning on working a bit more on it!
As for the hair, if you think that lacks volume, you should have seen the first version lol. hair is something i still have very little experience with, this is the 3rd complete re-do of the hair, and I definately get better at it with each version, but i still have a lot to learn, both from a visual stand point and a technical one. I really hated how cryengine 3 handled transparency which was one of the reasons I stopped using it.
in the mean-time, I think this is ok for the high poly render:
Anyway, I did some experiments with your suggestions, I tried a version with more closed eyes, but she looked really weird, it gave her a sort of confused/suspicious look, and it just wasn't doing it for me, so I kept the eyes the same
there's some interplay with the mouth and eyes and I just wasn't getting the balance right. I also made her a new normal map with some nasal labial creasing which worked ok. Here's the effect:
and I used it on all the shots except the close up one (the one where you'd be most likely to notice it...) because despite how many new renders I took from marmoset, I couldn't get one I liked as much as my original, so alas I kept the old one.
if you want to see higher res versions, go to my website and click the images and they'll load bigger ones. there's also a .gif at the bottom of her rotating
thanks for all the help and feedback during this project!
thanks everyone
Pav3d: I was trying to keep her more subdued, more cute without being too sexy, and i felt make up would be too much, it's unlikely you'd hit the slopes with a load of makeup. That said, I think some of her cute-ness was lost between the high poly and the low which is a shame. thanks guys for the feedback