so my idea is a child adventurer. her father dissepeared a year ago looking for the Voynich Manuscript, now she must find the manuscript to to find her father.
LATEST UPDATE:
ok, some really quick sketches just to get an image in here, I think im gonna go for a bit older though. like 18 rathern then 12. well, back to the drawing board!
KristaW: Thanks! Luke_Starkie: hey man, I agree with you completly, will probably not add it until texturing though.
Work is really eating up my freetime atm, so this is all I got so far, this is like the first time ive done a proper female body, so any crits would be appreciated!
valuemeal: ye, im having trubble with her hair overall, its resculpted now so hopefully this will be atleast better =P. my zbrush renders where pretty simple, just a BPR and a depth pass, and added some grain in PS.
Ultraperson: thanks you!
These new renders are in 3D max, spent some time on em this time =P
the blockout is comming along, still have to finnish up the shoes and the belt. and then I can start on her gear. and I havnt even tuched the hand yet xD.
thanks Anais. Ye I hope it works with the detail level, I kinda want it clean but also I still want to put details in there, no idea how im gonna balance that yet.
Stylizing 3d children girls is really really hard, and has been something i have been struggling with for a few years now.
I would really recommend simplifying the forms of the face, having a stylized head with realistic features can look pretty creepy. This is just a suggestion, so don't feel obligated to do it though .
Less is more when it comes to this, i also added a slight bit of expression to it, even if you plan on sculpting expressions i find that it helps developing a character if you make the neutral expression inline with the prtsonality.
I definitely don't want to under mine MUZZ, because his feed back is really good and you should heavily consider it, but when I look at your piece all I can say to myself is "I wish it had more of the concept in it." What i mean by that is the shape of her head, the distance between her eyes, the shape of her eyes, the sharpness of her nose, the odd size and angle to her ears. Your concept is wonderful and you should try to render as much of it in your model as you can! good work so far, I am definitely going to keep watching this one
you guys are awezome! thanks for all the great feeback.
Ive had second thoughts about the head to, its kinda uncanny valley and I dont know what direction to take it.
il do some experimenting and post updates when I can
My advice would be to treat it more like a drawing, you obviously know how to draw stylized, so it's just a matter of learning how to do that in 3d. In the drawing she has this really nice geometric head shape, but in the model you have a concave jaw and i don't feel like it is working.
The biggest one is learning to simplify forms as well as proportions.
Just as an example this is something that i made, might give you an idea or how far you can push things in 3d http://snag.gy/PTPa8.jpg
opico: Noted! gochillis: I hope this is going in the right direction then Muzz:heey I love your stuff! thanks for the the tips, I think im to much of a chicken to take it as far as you though =P atleast for this piece.
this is really hard for me, stepping out from my comfort zone. and I do want some of the realism from the initial face in there. anyways, did some minor tweaks, hope its better.
I think this is gonna be my prett much final design, now time to start polypaint and details and then onto retop, wuhu!
Il leave you guys with some high rez renders.
Thanks you Alara, Im personaly not feeling the colors, so glad someone likes em
LOW POLY FINALY DONE!!!
everything is baked now (still have to do the eye lashes and the gun). managed to fit everthing onto a 2048x2048 texture to, so thats nice.
Alara,Chaouch and Baldez: thank you guys, glad you like it .)
Stiffler: thanks! I do all my bakes in Xnormal. I split the high poly up in different parts so they dont intersect with each other when baking, quite tedious, but worth it.
then I paste everything together in PS afterwards. I used to bake everything in xnormal but now I actually use Knald for the AO and different cavity maps. its an awezome program.
Replies
ok, some really quick sketches just to get an image in here, I think im gonna go for a bit older though. like 18 rathern then 12. well, back to the drawing board!
Luke_Starkie: hey man, I agree with you completly, will probably not add it until texturing though.
Work is really eating up my freetime atm, so this is all I got so far, this is like the first time ive done a proper female body, so any crits would be appreciated!
just curious, how did you render in zbrush?
Ultraperson: thanks you!
These new renders are in 3D max, spent some time on em this time =P
the blockout is comming along, still have to finnish up the shoes and the belt. and then I can start on her gear. and I havnt even tuched the hand yet xD.
wow, I realy dont work as much as I should on this, work is killing me
hers a simple zbrush render of the backack ive started blocking out.
anyways, heres some shoes
Need to balance out the details and I still have some weapons/gadgets to do.
Stylizing 3d children girls is really really hard, and has been something i have been struggling with for a few years now.
I would really recommend simplifying the forms of the face, having a stylized head with realistic features can look pretty creepy. This is just a suggestion, so don't feel obligated to do it though .
Less is more when it comes to this, i also added a slight bit of expression to it, even if you plan on sculpting expressions i find that it helps developing a character if you make the neutral expression inline with the prtsonality.
You could put more work on the face.
Ive had second thoughts about the head to, its kinda uncanny valley and I dont know what direction to take it.
il do some experimenting and post updates when I can
The biggest one is learning to simplify forms as well as proportions.
Just as an example this is something that i made, might give you an idea or how far you can push things in 3d http://snag.gy/PTPa8.jpg
Hope that helps.
gochillis: I hope this is going in the right direction then
Muzz:heey I love your stuff! thanks for the the tips, I think im to much of a chicken to take it as far as you though =P atleast for this piece.
this is really hard for me, stepping out from my comfort zone. and I do want some of the realism from the initial face in there. anyways, did some minor tweaks, hope its better.
I think this is gonna be my prett much final design, now time to start polypaint and details and then onto retop, wuhu!
Il leave you guys with some high rez renders.
One small suggestion - I would like the bandage on the leg to be a bit more angled
aneeshmode: that is a very good point
so, im workong on the lowpoly, almost done, but here is a gun ive been workong on.
almost finished with the retop, some stuff on the face and then gun left, i at 17k tris atm.
soon time for baking, Yey
LOW POLY FINALY DONE!!!
everything is baked now (still have to do the eye lashes and the gun). managed to fit everthing onto a 2048x2048 texture to, so thats nice.
nice job once again
Stiffler: thanks! I do all my bakes in Xnormal. I split the high poly up in different parts so they dont intersect with each other when baking, quite tedious, but worth it.
then I paste everything together in PS afterwards. I used to bake everything in xnormal but now I actually use Knald for the AO and different cavity maps. its an awezome program.
20,116 tris and a 2048x2048 texture on everything.
Time for pressentation shots and autorigger, YEY!