Hi everyone,
I finally decided to post some WIPs of a Ghost In The Shell fan art I started a long time ago. The design I chose for it isfrom Stand Alone Complex 2nd G.I.G.
This work has several purposes : the first is obviously for training and the second is to try some software and various techniques I can't try at work.
I've already started to do the low poly model but as I tweaked to HD model, I'll have to redo some part after your feedbacks.
It's going to be about 12K tris. For the textures I plan a 2048/2048 map for the full body (maybe I'll try a 2048/1024 if it's enough), a 1024/1024 for the face and an extra texture for the gun ( 512/256 or 512/512)
I'm going to render it in UDK when done.
I didn't want to strictly stick to the concept when I started, I didn't want to model a "manga" style" character but rather a ...let's say "semi-realistic" one. (like FF games for example)
SO I added extra details and change several things to fit with the style I want. The face is really hard as I try to catch the Kusanagi's mood without doing a manga face.
I took a lot of references from the episodes, but here is the original design for everyone to know what it is.
And my HD sculpt (Don't take care of the hair, it's just a place holder for the low poly model.)
I always tweak things on the final low poly model such as proportions and shapes, but if something looks obviously wrong to you, let me know before I go further.
Please feel free to give any feedback or ask anything.
Replies
Looking great so far!
Can we get a face close up and a front shot ?
(I went a little bit too far on the hips and narrow figure here but you get the idea)
Except those two flaws it looks pretty fine to me
And here is the face, still in WIP as I'm still not fully satisfied with the lower lip. The ears don't look great too but we won't really see them so I'll let them like this.
I've started retopology and UV's of the body, I'll soon post pics of the gun .
A little update to show the baking of the body done and the high res model for the gun. I made it to try hard surface modeling in ZBrush, so only one piece was made in 3ds max.