love it man, I think you could stand to push some of the depth on the torso pieces to fit more in line with the depth on the boots. Can't wait to see how this turns out.
Hey EMJAER, yeah I plan to mostly rely on geo chunks for the hair and limit the amount of alpha layering. I want this model to hold up really well in Sketchfab, which can't seem to properly sort multiple alpha planes.:poly141:
Hey Nat, I have done some concept work in photoshop, not sure if I wanna show it tho..*shrug*
ANyhoo, it has been a month since the last update so I figured I had better show some progress eh? Still somehow finding the time between sleeping in and not doing house chores. :poly136:
The only think I can say is that the boobs look a bit "anti-gravity". I would like to compare the shape from the side like on the concept, they look a bit "heavier" there.
The only think I can say is that the boobs look a bit "anti-gravity". I would like to compare the shape from the side like on the concept, they look a bit "heavier" there.
You are doing a great job dude! Really cool.
One thing I would suggest trying is a quick and dirty pose like in the concept to check it against your proportions (if you don't mind taking the time to do it). The pose in the concept is very dynamic, and I think if you did this it would make any proportional flaws very obvious in your sculpt. Currently I suspect the hips and torso are a tad wide. Besides that, a few shapes just looking a bit boxy to me. idk, really hard to nail it when the poses are so different.
It's funny I was considering widening the hips. yeh, maybe I'll try like merging, decimating, and then zremeshing to get a deformable mesh going. Hopefully I can just drop all the subdivisions and merge visible.
yea, I hear you! You have to imagine what a lot of her proportions are because there are serious blanks in that pose from the concept and you have to try and connect the dots. I imagine her as very long and slender, so that's probably why I thought those areas could come in a bit.
But, I have worked before where I didn't worry about small points in proportions knowing that I'll just do quick and dirty adjustments to the low poly when I pose the character. But this probably isn't an ideal way to work and I'm not even sure if you intend to make a low poly with this.
BTW are you using zbrush or mudbox? In zbrush there is a tool you can use where you don't have to merge and decimate the highpoly in order to pose (T pose master). Its hacky but it works. If you do pose her I would be really interested to see what changes you make!
I do use zbrush. I could try T pose master. My problem is that my lowest subdivisions aren't really that low because I do a lot of extracting. I should really be more diligent to zremesh new sub tools really low and then divide up. You're right tho, I should at least try T pose master first.
I didn't actually do any posing but I did do a little modeling. I've been busy with moving and work and freelance and I've made only a little progress since the last post. Rather than show any increments I'll save my next big update until the weapons are done.
What I did do though was a bit of proof of concept for the texturing style on one of the many skulls that will go on the ground. here it is.
everytime I paint in zbrush the contrast comes out a little on the low side so I need to work on that. of course I should probably just migrate to 3D coat right?
The latest, a little bit of progress, mask adjustments, some hip adjustments, added the hip rag thing. I"m about halfway through the weapons I'll post them when shortly.
IT has been a while since I posted any progress but that's because I've been baking and texturing quite a bit lately. I'm currently just finishing the weapon textures which I haven't shown in any posts I guess... Next time.
Hey guys, finished her a while ago but I never really posted everything to this thread so here she is. Still getting used to rendering heavily painted textures in marmoset..
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Looks great thus far.
ANyhoo, it has been a month since the last update so I figured I had better show some progress eh? Still somehow finding the time between sleeping in and not doing house chores. :poly136:
The only think I can say is that the boobs look a bit "anti-gravity". I would like to compare the shape from the side like on the concept, they look a bit "heavier" there.
Thanks Tex I will definitely revisit the bewbs.
Awesome.
One thing I would suggest trying is a quick and dirty pose like in the concept to check it against your proportions (if you don't mind taking the time to do it). The pose in the concept is very dynamic, and I think if you did this it would make any proportional flaws very obvious in your sculpt. Currently I suspect the hips and torso are a tad wide. Besides that, a few shapes just looking a bit boxy to me. idk, really hard to nail it when the poses are so different.
But, I have worked before where I didn't worry about small points in proportions knowing that I'll just do quick and dirty adjustments to the low poly when I pose the character. But this probably isn't an ideal way to work and I'm not even sure if you intend to make a low poly with this.
BTW are you using zbrush or mudbox? In zbrush there is a tool you can use where you don't have to merge and decimate the highpoly in order to pose (T pose master). Its hacky but it works. If you do pose her I would be really interested to see what changes you make!
I didn't actually do any posing but I did do a little modeling. I've been busy with moving and work and freelance and I've made only a little progress since the last post. Rather than show any increments I'll save my next big update until the weapons are done.
What I did do though was a bit of proof of concept for the texturing style on one of the many skulls that will go on the ground. here it is.
everytime I paint in zbrush the contrast comes out a little on the low side so I need to work on that. of course I should probably just migrate to 3D coat right?
Quick hair polypaint shot.
You have some pretty cool stuff going on here. Any updates on the rest of her textures?
Another progress shot of the texture...
This is an updated version of the image in the WAYWO thread, just wanted to improve the framing a bit.