Hey all, I joined here because some of my favorite game artists live here. Also because I want to learn how to do environment modeling, low poly assets and how to create characters.
I do 3d related things as a hobbyist so i can count the number of projects i have attempted with my fingers (i lack experience... so most things are experimental for me at the moment). Iam trying, in this project, to learn how to create a cinematic character for a game.
So, i need your help to improve what i currently have. Please ask and feel free to critique honestly.
My current concerns are how do i add pockets to the trousers and also how do i add them deep zig-zaggy folds at the bottom of the trousers i see so often. (3dsmax, zbrush, vray, ornatrix)
head and hairclothesboots
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that head model/texture looks really good. the hair looks fantastic too.
mind sharing how you did the hair ?
@JadeEyePanda: oops. Sorry, i worded that wrong. Its supposed to be for a pre-rendered cinematic. thanks for correcting me.
@slipgatecentral: theres nothing down there.
starting to work on the textures for the gun... do the materials look ok?.
Heres how i do the hair, it might be useless to you though if you do lo-poly.
I do a sculpt using dynamesh sphere using selwy cloth brushes.
I then decimate the mesh and export to 3dsmax -> Use graphite modeling tool(polygon strips) and make lots of them to cover the shape -> select all the edges -> make shape.
Then i use ornatrix. One thing i do though is make sure the starting point and ending points are thin to give a soft look ( see ends and hairline of the render )
for any extra hairs(baby hairs and sideburns(?)) i use zbrush's fibermesh. I used fibermesh for the project below. I find only the groom strong and move brush useful the rest go crazy for some reason.
and the result...
Hobbyist
joke aside, the upper body rendering is absolutely nice! Hair is looking good too! I would have a second look on the collarbone, it seems a bit bumpy.
The shirt / wrinkles on it also seem believable and the boots will match the outfit well.
One small concern with the weapon: The grip seems to go inward ... I'm not sure this is correct.
I made some changes to the gun and done some more texturing. I forgot the post up the refs :
http://www.modelguns.eu/desert_storm_m92.htm
Most of my modeling is a botch job because i find it hard to model some of the shapes.
Do any of the features look strange or out of place?
Overall, what do you think about the face?
Integration with the body and in general.
one under a slightly different lighting condition
Looks really good (I like the skin shader/materiall) only thing which bothers me a bit (still looks good) is the transition on her hair from her head to the ponytail.. and her arm on the sideview looks a bit too thin for me, I dunno if it's just because it's not complete yet All in all very good, can't wait to see this finished.
Looking forward to see more of this ;]
I personally think the SSS is a bit too heavy making her look a touch on the translucent side, but a minor critique for a really kickass model!.
@razz to be honest I, too, only like this design from the tomb raider franchise.
Here are the changes I have made since:
Iam also learning about the ornatrix hair system. So far ive concluded that its very similar to Blender's hair system, but worse. That is all for now.
Anyway, keep the great work, I'm loving it!
thanks for the critique ive separated the diffuse map from the sss map, hopefully its not as yellow as before.
So iam having trouble with the boots. As you can see from the first post ive done the hi-res, but now iam having trouble making it into something that is more manageable. Ive tried to retopologize it using qremesher, but it doesnt seem to like double sided models (doesnt keep the hard edges and just looks like melted cheese)?
I have also tried to use the graphite modeling tools to do the treads, but i think there are too many polygons with a not so nice result (crap modeling skill).
In my position how would you tackle the boots?
My plan is to revisit the models separately and fix/refine them up.
here is the tread iam trying to model.