Shifting to another old project. Turning my Shyvana model, which was suppossed to be my entry for Polycount LOL Art Contest years ago, into a PBR character, since i suck at handpainted. Still works in progress.
You could see the old handpainted and unfinished one in the first page.
Regarding your latest model I think it's good but that hot pink skirt on the back clashes with everything else both in terms of style and color. I am not familiar with this character but it drags down the model as a whole for me.
Thank you for the kind words and criticism. Im still trying to figure it out how to make the skirt presentable. Im not familiar with her either, just from references only. I found her concept art pretty bad ass, thats why i pick her character.
As i said earlier, it was supposed to be a handpainted project. Some of the detail was kinda unfit for realistic rendering.
Highpoly/lowpoly was a mess too, so i just baked them without editing any further, as im pretty lazy but doesnt want the model to be a waste either.
But if strictly modifying from the texture only doesnt work , ill probably going to revisit the HP.
Thanks again for the constructive criticism. Appreciated it.
Almost there. Going to darken the skirt a little bit later, and playing around with composition. Suggestions are welcomed, since its pretty much done.
Oh, yeah, i accidentally deleted my highpoly files on mudbox, as i thought i had already backed them up, but turned out i deleted the back up too. Suck.
I think im done with the highpoly. Needed suggestions on the anatomy, since i thought something was off. Doesnt want to add anymore little detail because i wanted to explore the hair workflow right away. Though im going to put this on hold for a moment, and give it another look later after i've rested .
Hey are you planning on having her smiling in the final sculpt? Because if you are using smiling ref for a non smiling sculpt itll drive you mad! Make sure you have some high contrast and black and white reference, itll be a huge help. And throw some temporary sculpted hair on, otherwise itll just throw you off too. Anatomy-wise the first thing i notice is the lack of defined eye socket on the outer side, where the zygomatic meets the temporal. Polypainting is very nice tho!
Solid advice! Thanks for the suggestions and the kind words!
I'm using a lot of ref, while some are smiling, the one i mostly use as sculpting ref are the neutral ones. Im planning to made her smile though, but only a light smirk, so i guess it was fine to use the neutral face as my main ref. Those ref i posted are for her hair i wanted to achieve.
Definitely going to add sculpted hair, as i agree it'll help finding the right balance on the likeness. And going to use your paintover too.
On a side note, i've been watching your work ever since i notice your entry for LoL art contest. Theres something about your sculpts that was pleasing to my eye. Thanks for adding your portfolio in your signature, going to follow you now! Your ongoing projects looks awesome!
Rough and raw alpha hair cards from hair and fur modifier. Havent been optimized yet, just to see if i got the volume right. I think its pretty decent so far, so i'm going to move on optimizing it manually.
Update for today. Hair are basically done, its 9.5k for the hair only, just need a little fixing for the placement, and going to see if i could add more detail to the overall texture. I'm going to do something without a hair for my next project....
Turned out great, hair looks really nice, colour zones of the face seem a bit harsh, the forehead is very yellow and the jaw/chin area is very blue, maybe tone those down a bit. Skin could use some more noise and colour variation, looks a bit too smooth. Hair is great, did you make the strands in zbrush and bake them out?
Thanks for the suggestions! going to work on it tomorrow. Yeah, a fresh pair of eyes is what i need, im blind with this kinda thing if i worked on it for so long. Going to tone down the make up too. Hairs entirely made in 3ds max hair and fur, right from the individual strands. A bit crude, but gets the job done.
Retouching my Shinobu Oshino to experiment a better presentation. Trying to emulate the lighting from Kizumonogatari poster here. Still need to redo the material more.
And still trying to finish this guy on the side. Added sculpted hair (will add alpha hair on top of it in the lowpoly later) , and still tweaking the folds on the jacket. Looks very unnatural, but i liked it.
Ditching that guy, and picking up my old Riza Hawkeye bust, in the mood for something simple. Added more detail, and going to make the low res model later, wanted to explore more about anime styles.
Finished the lowpoly, with early textures. Need more tweaking later.
Anybody knew how direction map works in marmoset? Is it possible to disable it in certain area? Im using single material, wanted to highlight the hair only, but the direction map still affects her face and clothes.
See below
For her front hair and back hair it could easily be done as they were
separate meshes, but for the main hair, it was merged with the face so i don't exactly know how to do that.
Dude this is a really good finish! As a final tweak, i would maybe play around with doing the oooold cell shading trick, of duplicating the mesh, pushing it out by a small amount, inverting the normals, and giving it a black material, so that wherever you rotate you get a nice crisp black outline.
Thank you! I already did the outline trick, although it wasnt visible enough. I'll try pushing it out even further, just to see how it'll look. Thanks for the suggestion!
Replies
You could see the old handpainted and unfinished one in the first page.
Regarding your latest model I think it's good but that hot pink skirt on the back clashes with everything else both in terms of style and color. I am not familiar with this character but it drags down the model as a whole for me.
Thank you for the kind words and criticism. Im still trying to figure it out how to make the skirt presentable. Im not familiar with her either, just from references only. I found her concept art pretty bad ass, thats why i pick her character.
As i said earlier, it was supposed to be a handpainted project. Some of the detail was kinda unfit for realistic rendering.
Highpoly/lowpoly was a mess too, so i just baked them without editing any further, as im pretty lazy but doesnt want the model to be a waste either.
But if strictly modifying from the texture only doesnt work , ill probably going to revisit the HP.
Thanks again for the constructive criticism. Appreciated it.
Almost there. Going to darken the skirt a little bit later, and playing around with composition. Suggestions are welcomed, since its pretty much done.
Oh, yeah, i accidentally deleted my highpoly files on mudbox, as i thought i had already backed them up, but turned out i deleted the back up too. Suck.
https://www.artstation.com/artwork/dRb9e
And going to do another one from my old project!
model
Will change the cloth into something that was a lot more classy later.
I'm using this as a practice to tackle a more complex hair cards.
The reference of her hair i hope to achieve. Will probably fail, but atleast im going to try.
Doesnt want to add anymore little detail because i wanted to explore the hair workflow right away.
Though im going to put this on hold for a moment, and give it another look later after i've rested .
Solid advice! Thanks for the suggestions and the kind words!
I'm using a lot of ref, while some are smiling, the one i mostly use as sculpting ref are the neutral ones. Im planning to made her smile though, but only a light smirk, so i guess it was fine to use the neutral face as my main ref. Those ref i posted are for her hair i wanted to achieve.
Definitely going to add sculpted hair, as i agree it'll help finding the right balance on the likeness. And going to use your paintover too.
On a side note, i've been watching your work ever since i notice your entry for LoL art contest. Theres something about your sculpts that was pleasing to my eye. Thanks for adding your portfolio in your signature, going to follow you now!
Your ongoing projects looks awesome!
And @Pav3d suggestions proved to be making my sculpts a lot better.
Changing the shape and flow of her hair, just done only half this day, and put it on hold for now as theres another matter i've to attend too.
Thanks for the suggestions! going to work on it tomorrow. Yeah, a fresh pair of eyes is what i need, im blind with this kinda thing if i worked on it for so long. Going to tone down the make up too.
Hairs entirely made in 3ds max hair and fur, right from the individual strands. A bit crude, but gets the job done.
Updated the artstation and sketchfab render.
model
And still trying to finish this guy on the side. Added sculpted hair (will add alpha hair on top of it in the lowpoly later) , and still tweaking the folds on the jacket. Looks very unnatural, but i liked it.
Very slow , and lack of motivation lately.
Anybody knew how direction map works in marmoset?
Is it possible to disable it in certain area? Im using single material, wanted to highlight the hair only, but the direction map still affects her face and clothes.
See below
For her front hair and back hair it could easily be done as they were separate meshes, but for the main hair, it was merged with the face so i don't exactly know how to do that.
Still need to add some finishing touches before calling it done. Working slow as i got sick earlier this week.
For turnaround, marmoset, and sketchfab viewer, check at artstation here.
Thank you! I already did the outline trick, although it wasnt visible enough. I'll try pushing it out even further, just to see how it'll look. Thanks for the suggestion!