wow, looks amazing! My only crit, which is minor, is that her gun and kneepad look super brand new, like they haven't been used. But with the amount of awesome in it, it's better for me to keep my mouth shut. What software did you use and how did you do the hair?
I agree about some of the wear and tear on the weapon, but holy shit. Everything looks awesome. The presentation renders are really nice, what did you do them in? Any chance we can see some textures?
wow, looks amazing! My only crit, which is minor, is that her gun and kneepad look super brand new, like they haven't been used.
I agree with this. Since the main focus is on the character it's not a big deal, and I can quite understand your need to move on something new. But it would be very nice to have some scratches on these someday.
But anyway this is killer work, she have a lot of personality, a beautiful face that doesn't fall into clich
Wow, I'm amazed by this! Looks great although it looks like the zipper on her jacked is a bit on the large side compared to her head, or is it just me? And indeed the gun looks like it came right out of the factory but besides that it looks awesome! Share your secret to your succes!
If I were to nit pick on a few things I would say it seems like the size of her upper skull is too small. It just doesn't look like there is enough mass in there for normal proportions and the jaw seems a bit large and long to me as well.
The hair seems a little detached from the rest of the materials to me as well. I think there may be a bit too much spec in there and possibly the normals are a bit harsh or something because I would imagine the hair having a softer overall look.
The skin could use a tad more color variation (I'm sure the lighting is washing a lot of it out though) and I think the facial expression could be tweaked a bit to look a little more natural (she has sorta a surprised expression on her face currently).
These are all very minor points, but I think if you played around with it some more it could be even better! Good job man!
Edit: btw, the materials on the clothing and overall look are superb. Just wanted to really point out how awesome I think you did there!
Wow this is really solid! Great work! I like the cleaned up look, dont think everything has to have scratches and wear especially since you have so much detail going on already.
I 100% agree with all the feedback, but I was working on this for a while now and grew tired of it to do any changes :P
I used XSI (for modelling only), Maya, Zbrush, Photoshop and Marvelous Designer.
Rendered in Vray with an HDRI and a couple of area lights
Clay render setup is a simple cornell box
Hair was rendered in Mental ray (puppet shader) and it's Maya's default hair system.
I love this so much !! The way you handled the jacket really sells it extremely well - I love that you really "trusted" the simulation, without adding crazy detailled folds by hand. It's subtle, but I think it does a great job of setting that piece apart from the regular CG characters we see every day. This really shows off the elegance of the overall design very well.
The whole piece (model, render, sim, design, texturing) has this great sense of restraint - right at the edge of simplification, yet still totally believable and realistic. Digging this so much, will keep this as an inspiration and a bar to aim for !!
By the way, on a technical note : would you mind explaining your process regarding the addition of details on top of the MD simed pieces ? For instance, what was your strategy for seamlessly integrating the zipper as well as the seams/bump seen on the fabric on each side of it ?
By the way, on a technical note : would you mind explaining your process regarding the addition of details on top of the MD simed pieces ? For instance, what was your strategy for seamlessly integrating the zipper as well as the seams/bump seen on the fabric on each side of it ?
Hey, when it comes to seams you can take advantage of your patters structure.
Since there gonna be UV's identical to your patterns you can select the UV border edges in a traditional 3d package, bevel and extrude them to create a seam.
Also when I was making the patterns I already made a thin piece of fabric in front as a placeholder to place the zipper later.
Then I used wrinkled paper texture, high passed it, tiled and inflated it in Zbrush, to break up the surface. Unwanted details were removed with the morph brush.
Thank you so much for the breakdown - it really does look fantastic. I have a character design I want to make clothes for using MD soon, and these tips will be extremely useful (I want to figure out a good way to make a convincing thick hoodie sweater - with a rolled up sleeves too ...)
Great work man! I was wondering what step is in between maya and zbrush. Did you get rid of the tris in zbrush or did you use a high particle density in marvelous and stick to that?
Replies
My thoughts exactly.
It's really cool dude. I would have put her eyes lower, but ho well. ^^
I like her lips, and the design of the pants.
What software did you use?
Any plans for a game res of this character?
I agree with this. Since the main focus is on the character it's not a big deal, and I can quite understand your need to move on something new. But it would be very nice to have some scratches on these someday.
But anyway this is killer work, she have a lot of personality, a beautiful face that doesn't fall into clich
What did you use for rendering/presentation?
If I were to nit pick on a few things I would say it seems like the size of her upper skull is too small. It just doesn't look like there is enough mass in there for normal proportions and the jaw seems a bit large and long to me as well.
The hair seems a little detached from the rest of the materials to me as well. I think there may be a bit too much spec in there and possibly the normals are a bit harsh or something because I would imagine the hair having a softer overall look.
The skin could use a tad more color variation (I'm sure the lighting is washing a lot of it out though) and I think the facial expression could be tweaked a bit to look a little more natural (she has sorta a surprised expression on her face currently).
These are all very minor points, but I think if you played around with it some more it could be even better! Good job man!
Edit: btw, the materials on the clothing and overall look are superb. Just wanted to really point out how awesome I think you did there!
Love that jacket. Sexy textures and folds.
Thank you guys!!!!!!
I 100% agree with all the feedback, but I was working on this for a while now and grew tired of it to do any changes :P
I used XSI (for modelling only), Maya, Zbrush, Photoshop and Marvelous Designer.
Rendered in Vray with an HDRI and a couple of area lights
Clay render setup is a simple cornell box
Hair was rendered in Mental ray (puppet shader) and it's Maya's default hair system.
The whole piece (model, render, sim, design, texturing) has this great sense of restraint - right at the edge of simplification, yet still totally believable and realistic. Digging this so much, will keep this as an inspiration and a bar to aim for !!
Hey, when it comes to seams you can take advantage of your patters structure.
Since there gonna be UV's identical to your patterns you can select the UV border edges in a traditional 3d package, bevel and extrude them to create a seam.
Also when I was making the patterns I already made a thin piece of fabric in front as a placeholder to place the zipper later.
Then I used wrinkled paper texture, high passed it, tiled and inflated it in Zbrush, to break up the surface. Unwanted details were removed with the morph brush.