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Stylized Female Character

polycounter lvl 6
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SoulfulJudge polycounter lvl 6
Hello Forums!,

After spending a long time at school I finally get to get back to modeling (Woo!!!).

Here is the concept that I drew up for this character.

0e6h.jpg

Most Recent Update:
ychat.jpg

This is where I am currently for the sculpture. I'm having a tough time tackles down the hair. Any feedback would be greatly appreciated.

kndu.jpg

Replies

  • lotet
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    lotet hero character
    looks good, she does look a bit squashed though. and like gravity is going in the wrong direction, her breast could be angled down some, the same goes with her hips and butt.

    also in the 3D version, you have lost a lot of the definition on the feet, esp the ankles.
  • Texelion
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    Texelion polycounter lvl 8
    The bustier is made to lift the breasts up so I guess it's ok, but yeah maybe for the hips/thighs you could lower the "largest point of the silhouette" and the butt. I think you're lacking the part where the hips become the legs, and then the thighs are larger than the hips below this point, like this :

    e5500f248bc36d7290d1b16ceae6cdf4.jpg
  • SoulfulJudge
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    SoulfulJudge polycounter lvl 6
    Thanks for the feedback guys, I changed the shape of the hips and lowered the breast a small amount.

    I also started working on the hair. I've never sculpted hair before and I'm finding this to be quite difficult. I'm still looking into fixing the feet. Any feedback would be appreciated.

    @Lotet
    I'm not entirely sure what you mean by squashed and wrong direction gravity. Could you clarify what you mean?

    51ni.gif
    xqvd.jpg
    vo9u.jpg
  • Texelion
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    Texelion polycounter lvl 8
    Looks better, but the new ankles seems really wide, and the foot itself is not wide enough. Could you post a bottom view of the feet ? Try to compare your boots with real ones to see the shape from the bottom.

    From the front view it should look more like this :

    xqvd.jpg

    Your feet just seem to have the same width everywhere insead of having the "bean" shape of a foot.
  • Dimfist
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    Dimfist polycounter lvl 8
    The knee looks a little strange from the side. I appreciate the fact that you are making a more ample woman. It's always good to find a style and yours is definitely showing.
  • SoulfulJudge
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    SoulfulJudge polycounter lvl 6
    Okay, I'll do some more adjustments to the feet and fix the knee.

    Here is screenshot from the bottom view

    o5kb.jpg


    EDIT:

    Quick update on the feet. I'll do some more work on them tomorrow.

    7534.jpg
  • lotet
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    lotet hero character
    looking much better.
    My point is youve neglected all the transisions, there is almost nothing between the breasts and the neck, and there is almost nothing between the breasts and the hip. there is a lot more to a woman then a head with breast and an ass :) to your credit it looks a lot better in the 2D conceptart. overall its looking good, keep it up!
  • SoulfulJudge
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    SoulfulJudge polycounter lvl 6
    Well damn, that one kinda hit me in the face. I didn't notice that I veered off my concept so much. I extended her neck a little and re-sized the breast. I think it looks more like the concept art and looks better in general.

    I'm still working on the feet and plan to work on clavicle region next.

    ee9.gif
    jl1b.jpg
  • pior
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    pior grand marshal polycounter
    Hi there SFJ,

    I know I am going to sound like a broken record since I have been saying that in a lot of highpoly threads, but anyways, here goes : I would strongly suggest you to export the whole model as OBJ (after quickly decimating to something manageable) and load it up in a "regular" 3D app with proper perspective - Max, Maya, Modo, Mudbox, anything really.

    They tend to give much better visual feedback than Zbrush when it comes to subtle form overlaps and smooth surface changes, both or which are very important in a model like this one. It might allow you to get a fresh eye on it.

    Good luck !
  • SoulfulJudge
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    SoulfulJudge polycounter lvl 6
    Hello prior,

    I pulled the mesh over in Maya. I'm not completely understanding what you trying to say. What do you mean by subtle forms overlaps?

    I change my shader (Standard Materials) and light direction constantly inside Zbrush. Maybe you could point couples examples of problems that zbrush mask and maya does not.

    Here screenshots of maya. Sorry Resolution is so small I'm working on small monitor atm.
    p2dj.jpg
    vbby.jpg
  • pior
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    pior grand marshal polycounter
    Hi there again ! Thank you for taking the time to try it out :)

    Well, I am mostly talking about the rendering style, and the perspective distortion.

    For instance on your Maya screenshots I feel like everything is easier to comment on : the fingers being a bit too thin, the flat plane on the side of her left knee, and so on. This is mostly thanks to the rendering, since the default Maya look doesn't have any of the fancy rimlight and screen-based effects that Zbrush fully rely on, which tends to obscure readability. The armpit is another example of that : I can notice things on the Maya screenshot that were not noticeable on the Zbrush images. In other words : the more standard rendering style of Maya is less forgiving than Zbrush's, and allows to spot surfacing errors more easily in my opinion.

    Overlap issues are mostly happening when people tend to snap to side and front views using shift-drag, without considering the fact that a head might be tilted forward instead of straight-on for instance. Maya not having ortho shift-snap and displaying everything in proper perspective usually allows one to spot these issues easily.

    But at the end of the day, whatever works ! I personally use Mudbox to do these kind of tests since it allows to tweak things easily before sending the mesh back to Zbrush. But you are right - if it doesn't feel necessary to do so, then it's all good :)
  • SoulfulJudge
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    SoulfulJudge polycounter lvl 6
    Ahhh! Okay I understand what you are saying and I agree. I didn't really pay attention to things like that. But it is good to know now! Thanks :)
  • Texelion
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    Texelion polycounter lvl 8
    Maybe there is a simple shader for Zbrush which can work better than the fancy ones. Hazardous always says that we should try different shaders to have a different view of the volumes and surfaces.

    Also, the FOV can really change how we see the model. The default fov in ZBrush is 50 ( in the Draw menu, beside the PERSP icon ). In Maya, the focal length is 35mm, which equals a 63.4° FOV ( at least I guess it's correct, calculated on this site : http://www.bdimitrov.de/kmp/technology/fov.html ). Now I'm not an expert, I can be wrong of course, but you won't see the same mesh in ZBrush and Maya, or in Marmoset... I think that 45° is better.

    Anyway, I feel like you sculpted the boobs with a high subdivision ( or high resol dynamesh maybe ), because it's not smooth at all. I think you should lower the subdiv and smooth that ( separate the head to avoid loosing the details here ).
  • SoulfulJudge
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    SoulfulJudge polycounter lvl 6
    Finally getting back around to this again.

    I smoothed out the breast and retopo the hair. I plan to do some more adjustments to the hair and clean everything before heading in low poly.

    d9d2.jpg
  • Texelion
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    Texelion polycounter lvl 8
    Looks like orthographic views, the tips of the shoes should be larger, I'm sure they are in perspective view.

    And if you're not gonna symmetrise the pants ( as I see the flower on one side only ) you could make different details and folds on both legs to break the symmetry ^^.
  • SoulfulJudge
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    SoulfulJudge polycounter lvl 6
    I kinda did overhaul on the legs. I wasn't really happy how the pelvis look. I tried make look like thicker fabric in the new one. I also add more mass to the back of the leg to match concept a bit more.

    I still working on trying the make wrinkles asymmetrical while not looking too weird. This is first time I've sculpted wrinkles and I'm find them little difficult.

    5ebm.jpg
  • d4rk3lf
    I really like her very much so far.
    Are you planing to place her in some scene, or perhaps doing some animations with her?

    Keep it up. :)
  • lotet
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    lotet hero character
    hey, just dropping by again, you take critique very well, its nice to see all the progress in this thread. keep up the good work!
  • SoulfulJudge
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    SoulfulJudge polycounter lvl 6
    @d4rk3lf

    She is supposed to be for small game project. So I plan to some animations but we'll see how that all goes.

    @lotet

    thanks, that means a lot me.


    Since I started getting hang of sculpting a bit decide to update the face. I think the newer fits the concept but maybe thats just me. Thoughts?

    mijr.jpg
  • SoulfulJudge
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    SoulfulJudge polycounter lvl 6
    Update on the face:

    g0i7.jpg
  • SoulfulJudge
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    SoulfulJudge polycounter lvl 6
    I decided to post something to show that I'm still here. I'm working on the bake/texturing phase. Here are some rough textures (diffuse and normal). I still have lot more to go and body needs to be re-baked. This first time working in UDK so I had a lot issues with importing, materials, and various other things.

    I still cant decide if I want to sculpted hair or alpha texture type.

    Ill try get better screenshots in the future, still learning UDK

    v8r4.jpg
  • SoulfulJudge
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    SoulfulJudge polycounter lvl 6
    Getting back around to this again. Still working on textures


    mku9f5.jpg
  • Inhert
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    Inhert polycounter lvl 9
    Texelion wrote: »
    Maybe there is a simple shader for Zbrush which can work better than the fancy ones. Hazardous always says that we should try different shaders to have a different view of the volumes and surfaces.

    Also, the FOV can really change how we see the model. The default fov in ZBrush is 50 ( in the Draw menu, beside the PERSP icon ). In Maya, the focal length is 35mm, which equals a 63.4° FOV ( at least I guess it's correct, calculated on this site : http://www.bdimitrov.de/kmp/technology/fov.html ). Now I'm not an expert, I can be wrong of course, but you won't see the same mesh in ZBrush and Maya, or in Marmoset... I think that 45° is better.

    Anyway, I feel like you sculpted the boobs with a high subdivision ( or high resol dynamesh maybe ), because it's not smooth at all. I think you should lower the subdiv and smooth that ( separate the head to avoid loosing the details here ).

    So what is the recommended FOV in Zbrush to get the same if not close to Maya's FOV then? 45?
  • SoulfulJudge
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    SoulfulJudge polycounter lvl 6
    Another Texture update. Still more work to be done!

    2agja52.jpg
  • SoulfulJudge
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    SoulfulJudge polycounter lvl 6
    Another Texture Update. I plan to do couple more things to the face and fix some Specular Hightlight areas then call it done. Unless someone see some problems I could fix.

    PS. I'm not very good at lighting

    2ed7fwg.jpg



    I'm also planning to start her transformation soon. Here rough concept of what i plan for it to look like.


    bhbthl.jpg
  • D4V1DC
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    D4V1DC polycounter lvl 20
    we cerial here, be cerial, are you cerial... with this..
    Can i know how you came about this flaming head idea, pretty please with two cherries on her i mean on top...please.
  • SoulfulJudge
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    SoulfulJudge polycounter lvl 6
    Okay, yeah i'm not the most creative person. but do you have to be an ass about it?
  • D4V1DC
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    D4V1DC polycounter lvl 20
    Okay, yeah i'm not the most creative person. but do you have to be an ass about it?

    No, i was being serious with my question i do like your work i was curious if you were "guided or coached by an outside/inside person", to this result not that you just did what you did.

    Again i like your work i was curious again as to how you came to the resulting transformation concept.
    I usually come off as an ass but i totally do not mean to, sometimes, this was one of those times.
  • SoulfulJudge
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    SoulfulJudge polycounter lvl 6
    Oh I'm sorry. I guess I completely misunderstood. I quickly jumped the gun thought you were being sarcastic in a mean way. Now I feel like an ass.

    This character is for small personal fighting game project I'm working on. Not much has been coded but it work in progress. Every character is suppose have power phase of some sort and her is well... fire-based.

    As for the flaming hair, isn't it like what everyone does for fire elemental people? XD
  • billymcguffin
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    billymcguffin polycounter lvl 11
    Hey soulful that armor design is looking pretty nice. I would say, however, that the dots pattern doesn't look the greatest. They're pretty distracting. Maybe have some sort of subtle fire pattern or something.
  • SoulfulJudge
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    SoulfulJudge polycounter lvl 6
    Okay I'll explore some other options on those patterned pieces.

    Also the basic blocking is done

    108h2rp.jpg
  • D4V1DC
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    D4V1DC polycounter lvl 20
    It is the internet soul it happens, no biggie, everyone does it on here at one time or another, but i am unpredictable so. ;) I commend you for being open and honest.

    Yup they do for fire people, also i agree with billy the dots do distract maybe bigger and not so many of them with bits ripped off for extra ooph design?

    Maybe some straps also like a dressing of straps at her booty or chest area, also i'd make the breast grabbers fingers bigger and then push some of that juiciness out of them a bit if your going for sculpting with this.

    Loving it though cause it has that stylized cartoonish feel going on and i enjoy that a lot.
  • SoulfulJudge
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    SoulfulJudge polycounter lvl 6
    Texture/ Lighting Update:
    Slowly figuring out how get UDK to do what I want & learning to texture better... Still think it could be much better.

    900j2p.jpg
    2gsq3rt.jpg


    As for the set of armor I tried couple different patterns I wasn't a fan of so I think remove the holes in the fabric areas.

    Minor tweaks to the mesh:

    4glzb8.jpg
  • pablohurtado
    Great progress on both of your characters. it was very interesting to see how your first character was changing through the different critiques. I think she looks pretty cool. For your second character I have a question. For the fire hair will it be a mesh or will you try to do some sort of particle effect inside UDK?
  • SoulfulJudge
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    SoulfulJudge polycounter lvl 6
    @pablohurtado
    I was planning to use mesh with material effects and particles effects on top of that.


    Plan Update:
    I putting the transformation mesh on hold. I tried to change concept around a little bit and decided just to redesign it. Since this model isn't top priority compared to animation and modeling other characters I resume this at later date. Thanks for support all the support!
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