Since I'm here, I thought I'll show you all the progress instead of just the cool bits. Maybe some people will find that interesting too. Most of the modelling will be done in Maya.
Just be careful when making your chars head. I. Your turn around concepts, from the front she looks almost male. Your other concept drawing look awesome though.
Also if I think I would be cool if you actually made the stomach plate stick out as well as the rest of the other bits. In less your going for a current gen Polly limit.
For the Asian look try lowing the bit of skin above the eye perhaps. I don't know sometimes these things work.
JoshVanZuylen, thanks! I wasn't modeling the head using my turnaround, just used some random photos, that's why I had the trouble of making her look more asian later on. About the stomach plate, the design changed there and I got rid of it. See below.
I didn't want to post this painting, because it's not finished yet, but I guess it won't hurt if I do.
And some more work on the head. I'm a bit happier about it now.
Thanks again, JoshVanZuylen. I just need to continue the loop to the corner of the mouth to get rid of that Ngon, forgot about that ;]
This is what I've been working on these past few days. Damn it took me too much time, but the rest of the body should go faster. This arm is probably the most complicated part in it.
Are you using ZBrush for any of this? I ask because it might be quicker to mask out tight armor like that rather than worrying about the topology for those plates, which can be a pain. Either way though, it's shaping up.
Gav, no Zbrush yet, all in Maya now, but I will do a sculpting pass. Besides, I don't know Zbrush well enough to tackle hard surface sculpting. It would've have been a great exercise, though. Topology was a pain for this and it's quite a mess, I just hope it won't come out too much when sculpting. Thanks for stopping by ;]
Did some more work. Almost everything is blocked in and ready for sculpting.
Need to do some work on the back and the criss cross pattern on the sides. Speaking of which, any suggestions how to model that? I'm thinking of doing some retopology in that area to match it, but that would be a bit time consuming. Hmm?
My effort in Zbrush. Still quite a few pieces untouched, but that will come soon. Some things to fix, like the silhouette of the cybernetic arm and pieces fitting together nicely, but yeah, enjoying it. I was like, "why the hell did I model that much in Maya?". Could've made things a lot easier for myself, not to mention faster and probably with better results. Feel really bad for not learning Zbrush sooner, amazing piece of software.
P.S. Forgive me for the real small images, I'll do better next time.
Looking good, man. I really like the direction you're going with this!
That said, the proportions of the arms feels a little off to me in your latest post. The mechanical arm feels much bulkier and more masculine than her other arm. I'd say the shoulders deltoids feel overly beefy as well and are making her shoulders feel fairly broad. As a final note, I much prefer the proportions of her face and head in your concept painting as opposed to your model. I hope this helps, I look forward to seeing more updates!
Thepapercut, thanks, man! Still a long way to go, but I'm enjoying every step ;]
Sebeuroc, glad you like it ;] I've changed the arm and shoulder proportions. it does look better thin. I made them bulky at first because I wanted a unique silhouette, but it probably wasn't worth it. The face is a hard one, though. I wasn't going for the likeness in my concept at the end, but simply making her look Asian. So, yeah..;] Thanks a bunch for the critique!
Did this for presentation purposes at school only, not the final pose or anything. I'll post some images later, deadline is coming. I'll move on to low poly next, yay!
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This is looking good. I have some questions if you dont mind answering them.
What year of study are you at? are most of the students at the same level as you?
How do you do the hair? What sort of planning do you do beforehand?
Did you model the whole body or just the parts visible?
Gyarados, yeah, no problem. I'm in my first year of studies. The education is 3 and a half years (I think ;D), internship included. Not everyone is at my level, but people are good at different things. I had some 3d knowledge prior to education, most of the students in my class didn't. The hair so far is just planes, I'll be looking into ways of doing some nice low-poly hair. I've seen a thread somewhere in here with a cool looking technique, might look into that one. What kind of planning are you talking about? For this whole project? I must say this project was quite a mess at the start, I was not sure what the end result has to be and I thought we won't be sculpting, so as you can see in my previous posts the base mesh is a bit over the top with details. I can talk more about this, just tell me what you want to know about the planning. I've modeled only the visible parts, but I did block out a naked body at first, it just didn't go anywhere past the look you see in post #2.
Let me know if you have any other questions ;]
I like the direction this is going and it can be really cool so you have to rework the anatomy of the arms before you go low poly, especially the armpit and shoulder joints. also reconsider the position of the elbow join on the mech arm since it doesn't make sense for metal to suddenly bend..
I recommend looking a human skeleton or a model of a human skeleton as well, you can learn alot.
The eyes also look really tiny for a female, maybe its ok, but I recommend doing a short study of eyes, even slit eyes before advancing.
Coming back from being sick the last few days, you've definitely refined it quite a bit and it in my opinion continues to look awesome as ever. Also as a person whose working on his first real character, I love watching amazing character artists on here and their work progression.
The_Blenderer, thank you for the feedback. I tried fixing most of the stuff, overlayed a skeleton too to see if things are correct. Hopefully it will look better ;]
Thepapercut, thanks! Well, most of the things are quite new to me and I'm just learning as I go. Still far from finished, but I'll get there, eventually ;]
Something completely unrelated to this project, but I don't want to leave this post without images. A study I did for hard surface modelling, sniper from Borderlands 2, all made in Maya.
Replies
Here goes
Ok, even though far from being finished, here's the face. I'm having a hard time making her look Asian. All those Jackie Chan movies and nothing...
Just be careful when making your chars head. I. Your turn around concepts, from the front she looks almost male. Your other concept drawing look awesome though.
Also if I think I would be cool if you actually made the stomach plate stick out as well as the rest of the other bits. In less your going for a current gen Polly limit.
For the Asian look try lowing the bit of skin above the eye perhaps. I don't know sometimes these things work.
As gryarados said hope you post steps as you go!
I didn't want to post this painting, because it's not finished yet, but I guess it won't hurt if I do.
And some more work on the head. I'm a bit happier about it now.
Your head is starting to look more Asian well done.
It looks like you have an Ngon to the left of the left ear down the bottom?
This is what I've been working on these past few days. Damn it took me too much time, but the rest of the body should go faster. This arm is probably the most complicated part in it.
Are you using ZBrush for any of this? I ask because it might be quicker to mask out tight armor like that rather than worrying about the topology for those plates, which can be a pain. Either way though, it's shaping up.
Did some more work. Almost everything is blocked in and ready for sculpting.
Need to do some work on the back and the criss cross pattern on the sides. Speaking of which, any suggestions how to model that? I'm thinking of doing some retopology in that area to match it, but that would be a bit time consuming. Hmm?
P.S. Forgive me for the real small images, I'll do better next time.
That said, the proportions of the arms feels a little off to me in your latest post. The mechanical arm feels much bulkier and more masculine than her other arm. I'd say the shoulders deltoids feel overly beefy as well and are making her shoulders feel fairly broad. As a final note, I much prefer the proportions of her face and head in your concept painting as opposed to your model. I hope this helps, I look forward to seeing more updates!
Sebeuroc, glad you like it ;] I've changed the arm and shoulder proportions. it does look better thin. I made them bulky at first because I wanted a unique silhouette, but it probably wasn't worth it. The face is a hard one, though. I wasn't going for the likeness in my concept at the end, but simply making her look Asian. So, yeah..;] Thanks a bunch for the critique!
Did this for presentation purposes at school only, not the final pose or anything. I'll post some images later, deadline is coming. I'll move on to low poly next, yay!
[vv]62409484[/vv]
What year of study are you at? are most of the students at the same level as you?
How do you do the hair? What sort of planning do you do beforehand?
Did you model the whole body or just the parts visible?
Let me know if you have any other questions ;]
The promised bigger images
I recommend looking a human skeleton or a model of a human skeleton as well, you can learn alot.
The eyes also look really tiny for a female, maybe its ok, but I recommend doing a short study of eyes, even slit eyes before advancing.
Can't wait to see the final results!
Thepapercut, thanks! Well, most of the things are quite new to me and I'm just learning as I go. Still far from finished, but I'll get there, eventually ;]
Something completely unrelated to this project, but I don't want to leave this post without images. A study I did for hard surface modelling, sniper from Borderlands 2, all made in Maya.