Update:
Fin.
Morning,
Happy new year all, time to start a new character and get the folio updated. Its been a while since i've worked on a female character so I got an inspiration sheet together to help determine my approach. I like the idea of trying to blend a current age character with some sci-fi elements (without going completely over the top).
Some initial thumbnails as well as some character sketches to help give me some ideas of what her personality would be like.
Replies
i thought he said it was going to be a woman?
trolololol :poly136:
sorry couldnt help my slef but laugh there
cant wait to see how this will progress ...
very interesting already
Can't wait to see what you come up with!
*Subb'd*
Even though I probably won't use all (or even most) of it, it gives me a perfect opportunity to brush up on my anatomy and sculpt knowledge in general (I always find women a bugger to sculpt) but it provides me with perfect silhouette to hang the clothes off of.
What i've found so far is that zbrush's matcaps in general can be quite harsh on a female character, making the face look strange so I poly-painted in the detail to see how well they would work once textures (thanks to afishers "Pendleton" post as I used the matcaps in the links provided from http://luckilytip.blogspot.com.au/). The teeth and the eyelashes are just placeholders.
Regarding proportions, I want to make sure the character is "slightly" exaggerated in physique but not to superhero feminine proportions (So shorter legs and wider waist). I'm still unsure as to whether this will work however I know that I want the character to go towards a more rugged, scarred look overall rather than sexy (without sacrificing personality and character which toning down the proportions may affect).
Any feedback will be appreciated, still want to detail up the final female sculpt before I start working on ideas for the attire.
always look forward to seeing your work and this piece is coming along nicely
EDIT:
Can i ask, did you start off sculpting a base mesh or did you make it yourself? Just wondering as alot of polycounts female sculpts look very similar to start from.
I used an existing base mesh to start off with as I was't worried about deforming the female proportions too much to skew poly density.
I'm a student doing portfolio work; and whilst i've created base mesh's in the past for my characters, I find it quicker and easier to use an existing base mesh either from Polycounts library or zbrush's default.
Would you kindly advise, whether this was appropriate or would it be more beneficial to use my own base mesh every time? Despite alter proportions on the defaults...
Cheers
Other than than I'm digging it. Any chance of telling us what thumbnail you went with or a concept you knocked up?
Good luck and i'll be watching!
I think its worth at least creating your own base mesh in a some occasions, its a good way to learn about poly density however due to how far we've come with retopology and auto-topo generation tools its not always necessary.
Cheers, I agree with the crit. Made some modifications to the torso, shoulders as well as reducing the length of the neck slightly and size of the head.
I decided to go mainly with thumb 3, nothing too refined in terms of a final concept but enough shapes and ideas to get me started on the base meshes and the sculpt.
Proportions have been modified since the original as has the size of the head.
think the backpack could be on little less of an angle, and the collar is looking alil flat and stiff, but apart from that awesome!
Id add in a few tension folds to her elbow area
Make her butt bigger, esp from her profile
its good seeing u do a female lol
Aye, its weird after reworking the face how strange the original looked (particularly the profile view). Changed this considerably. Also played with the collar, a bit more tension on the bag and more folds on the elbows of the jacket as suggested by sahib.
Also, after re-evaluating the head and legs I decided they were out of proportion too so modified these too (bigger head, shorter legs).
Will be doing a final pass now, adding scratches onto metal, clothing scuffs, etc.
oooh. What's this rendered in? Marmoset?