looking good so far just a suggestion on the body, if you smooth out the transitions it might look a bit more natural, using forms instead of cut ins to define the anatomy, gives more size to the delts aswell
unit187 gotta love Jinx! heboltz3 Glad you're enjoying the thread, thanks! katana Haha I'm always taking my time when doing stuff at home it's a change from work! Still need some parts to be done and a whole lot of polishing work but will get there! crazyfool Thanks for your paintover once again! always helpfull!
Sooooo I know I'm gonna disapoint some people but I did go back into an older iteration of the face. I know some of you guys didn't think it looked like Jinx enough but I couldn't lie to myself, I was really not satisfied with the new face and it was really bugging me. I did some work on it tho and I will come back on it some more.
Sorry to disapoint if I do, Always love to follow your critics but at the same time I have to like my character and I was not liking her at all with the latest corrections..
Anyway!
Quick update, started working on those booootssss
Sooooo I know I'm gonna disapoint some people but I did go back into an older iteration of the face. I know some of you guys didn't think it looked like Jinx enough but I couldn't lie to myself, I was really not satisfied with the new face and it was really bugging me.
Actually to be straight with you, I preferred the face before your last update as well. I just didn't want to paintover what wasn't your latest point of progress. The last one seemed more jaw/cheek heavy, eyebrows seemed a little forced into the "evil" pose, etc. Glad you jumped back to the older one, as even if you do changes, I think they won't need to be as drastic.
Look forward to seeing some textures, it's coming along nicely.
Two Listen Thanks man, I realised maybe she's a bit different from what usually come to mind when we think of Jinx But I was just very not satisfied with the latest iteration so I'd rather bring her back to a place where I could be happy or proud of my work instead of keeping her like that to make someone happy. (but apparently I'm not the only one that like the older face better haha!) I'm sure that with a good morpher I'll get that crazy look and that smile out of her no matter what!
crazyfool Cheers man, glad you like it, thanks a lot for the help on that face. Really liked your paintover but I really couldn't get the 3d to represent it in a satisfying way.
Abrvpt yeah I had that impression too but I just checked her proportion compared to the Loomis one for a 8 head tall character
She is actually 8 head tall too and the only thing that doesn't fit is her pubis wich is about 1/4 of a head higher that it should be. I think the impression is very exagerated by how tiny her shorts are.
In the end I know I could fix it But I feel like those kind of charm bring her in a more ''normal'' mold and I'm really trying to go for a over the top look and bringing her to those normal standard IMHO would just make her more generic. I might be wrong to! I really like the very tall- infinite leg style. Plus ingame her stand is often with the leg very far apart and with the knee bend, I feel like it's gonna give a cool look with those super long leg!
Small update again!
Getting closer and closer to the final result.
Realized I really dislike what I have going over the back of the boots, Gonna fix those.
I think that the long legs can work it's just looking kinda funky right now. I think if the shorten the legs a bit and move the upper body down ( to shorten the torso) it will help a lot. Also raise the hip area a bit. I did a paintover because this thread is filled with em and I think this stuff is more convincing when you can see it.
lotet I don't know if it really show because I lowered the upper body down a bit but I did make the arm a tad longer, sometimes it's hard to have good reference point when they are bent a bit. Hope it's better now! stevston89 Thanks for the input! Maybe it's all in my head but I do think she doesn't look as gigentic as I wish in your paintover so I did not make the leg shorter but I did lower the middle body section so that the center of her body is at the crotch. Hope it's still help with the fact that her legs looked funky to you haha!
I'm wondering if I'm calling this done and moving on unto the low rez and texturing,
what do you guys think?
In terms of technicality, I think your sculpt is amazing. I'll add my two cents if you don't mind though. The nose looks too uniform from the tip to the nasion, looks like it needs more emphasis on the nostrils to balance it out. Also, the transition between the root and the nasion seems a bit hard, it could probably use some smoothing. I would also bring the tear duct down a bit, looks a little bit too high-set for Jinx if you ask me.
That's just my opinion. Nice job and I can't wait to see the fully textured model
ClusterOne I did touch up the nose but just a little bit, I would be surprise it's even noticeable in the render to be honest haha! Thanks for the crits!
Dan! Thanks!! Glad you liked it!
Scythe yeeeeeeeeaaaah!!! hair!
Iciban Just modelled small strip of polygone in max, add a shell modifier and place it around/transpose/move it in zbrush and then subdividing it. For the ones in the hair I still had my old basemesh from max that was made with a twist modifier so I just selected an edge loop, make a spline out of it and then convert it into polygones, voila!!
Final sculpt because it's time to move on YEAH
Hope you guy like it,
can't wait for the texturing!!
Those were made in keyshot BOOM
looks freaking awezome! love the renders, Face turned out great, cant wait for the textures! what style are you going for? classic hand painted or is Ellie getting a friend?
Iotet Thanks man! Style wise well No matter what I do I always go hand painted (even for ellie) so that's what I will do for Jinx too. Tho she is obviously way more stylized than Ellie so the texturing will be more simplistic, nice bright color, not too noisy etc
Nefarius24 Thanks! I'm on it but i've just been so god damn busy recently , Need to get back into buisiness soon!
slosh Thanks! Yah I first wanted to take part of the challenge but I don't really know much about comic, wasn't sure what to go for but really I just decided not to take part of it because I knew I was probably not gonna be able to enter those deadlines. I'm not the fastest artist and with full time work you never know how much time you'll get to work on this, and when the contest started I was still in my christmas vacation out of town and without a computer... Maybe next year, you never know!
I'm not slacking off (Yah totally was) working hard on Jinx's topology!!
Lack of update is due to me moving (again!). I'm relocating to Montreal but I should be all setup next week, yay. Will be back to real business then
Cheers!
Regarding the topology, I would recommend building her top straps into her shoulder geo instead of floating them. It will make your job of weighting much less stressful. I learned this the hard way a number of times I would also like to suggest that you build her shoulders more like a bent cylinder for better deformation; sort of like this:
...And perhaps bend them out further to the 45° positon.
DemonPrincess Thanks! I'll be most likely recording the texturing process so you'll be able to watch it if you are interested
PyrZern Haha I'm having absolutly no fun moving :P I'm living between boxes at the moment.. And yah like I said I will try to record the whole process. I'll share it on the thread for sure ESFGames Thanks man, glad you liked my previous work, will try not to disapoint with that one now haha!
crowhorn52 Hahaha thank you im happy you like it, I'm more of a dota 2 player but I really like Jinx's design!
I'll probably ask the same rigger that did Ellie to do that one but I will keep you in mind if anything happen .
chudork thanks! glad you liked Ellie too!
Quasar Hey man, thanks for the topology tips. I did not change the topology as you might see. I didn't want the strap to be in the body mesh because I was not feeling the mesh looked very clean afterward, I might be causing pain to my rigger (Sorry!) I'll buy him some chocolate :P.
When it comes to the shoulder I usually use the bent cylinder technique when the character has a shirt/clothing etc. When the body is nude I just can't make myself to do it that way for some reason, especially with such a high resolution character.
I sure tend to the cylinder more when it come to lower rez, at least.
Aaaand I hear you about the 45, I guess I'm really mean to my rigger once again, I think i started that way but I always feel it's a bit unatural and I tend to lower them in the process, bad bad me! Anyway, thanks for the precious advices
Anyway, small update, didn't do much cleaning yet, pretty much out of the oven
can't wait to get back to her yeeeee
(yup she is super high rez, I'm going craaayyyyzzaaay)
Very small update, pretty much done with the map cleaning, started to block some color!
Can't wait to work on her some more but I'm moving tomorow nooooooo!!!
man so much awesomeness Marie. good luck with moving
small crit though: I don't know if its the lighting but I think her jaw line is looking kind of soft. Jinx have a very sharp anime style jaw which I think isn't really that prominent, but again, might just be the angle and/or the lighting, I didn't notice it that much in your highpoly renders.
Xaragoth yeeaaaaaah! Thanks! Iotet Thanks man!
Yah dunno I feel like it might have been the lighting, about the jaw comment, tell me how you feel about it now
small update, uploading a video soon
Texturing timelapse part 01 if anyone is interested
[ame="http://www.youtube.com/watch?v=XLvE30ORqyY"]Jinx Texturing timelapse part 01 - YouTube[/ame] stevston89 Bigger eyes? I'm not too sure I want to start changing proportions at this point but i'll consider it! When it come to the mouth Jinx does have a very thin mouth but the lipstick sure accentuate it maybe. slosh I will give her a crazy facial expression once she is rigged and yes I would like to make her guns at some point
the texture definitely helps a lot, i kept fearing that she would be too cute overall.
however - i agree qith quasar, and would also add that you should lift the arm overall for better deformation. now she is pretty much in one extreme of her range of movement. while raising the arm is to wave at somebody would be the other extreme - thats a whole lot of deformation. Depending on what you want to do a classical T pose would be best, but in most cases a relaxed T (45 degreeish) is my preferred way of doing it.
So dependentent on what you want to do with your characters, you should keep that in mind. your shoulder setup would be good for any 3rd person shooter without much other movement but holding a rifle.
While relaxed arms look cooler, they are less flexible the same would happen if you would have posed your hair into a nice flowing shape. It would be really tough to bend it to the opposite direction.
Such an amazing work, i'm so lucky i got to see you work furthermore today!
it's building out in such an outstanding way that my vocabulary just got smaller again.`
Anyways Marie, wonderfull work, and what you've developed today made it look even better
can't wait to see this one finished!
killnpc thanks man, did really like her design too, she is real fun to do!
skylebones Thank you!
almighty_gir Thanks almigty guuuurl
Neox Well I think that Jinx in a neutral face probably looks ''cute'' overall, I really feel it's her crazy expression that brings her edgy look, at least I hope so.
About the shoulder Yah, I looked throught my other work and I agree, I usually do not bring the arm as low as I did in that one. I just really liked the relax posed it give but I agree it's not the best for deformation. When I work in a studio the pose is usually fixed by someone and I follow it but when I work for myself maybe I take decisions that might not always be the one I would take in a real production.
Thanks for reminder, sometimes I need one of those :P
Dylan Brady Hahaha gotta love that gif, glad you liked the character
Ichidan thanks man, I appreciate it
So another update here, we are still talking all diffuse-normal here,no spec or gloss yet. that will be my next step.
I'm getting close to be done with the diffuse, just some more tweaks and details to add (but overall it's a very clean character, not trying to make a realistic-full of dirt and scratched version).
Will upload the second part of the texturing timelapse soon.
Hope you guys like it!
Edit, SladeDigital Hehe we both posted around the same time so I didn't see your message before I posted!
Was really nice meeting you today in the hangout I'm sure will meet again out there. Don't worry about your english, I use to be in the same boat, it's all about practice. Very glad you liked my work and I'll keep following your progress!
Replies
actually this one looks the most interesting of all paintovers :thumbup:
Second this. Looks nice.
.... Are we taking over this O o?
If so, sorry Tits.
Kinda like the one you did two listen haha. Will try to work more some more on the face tonight again
Sweet work so far Tits!
heboltz3 Glad you're enjoying the thread, thanks!
katana Haha I'm always taking my time when doing stuff at home it's a change from work! Still need some parts to be done and a whole lot of polishing work but will get there!
crazyfool Thanks for your paintover once again! always helpfull!
Sooooo I know I'm gonna disapoint some people but I did go back into an older iteration of the face. I know some of you guys didn't think it looked like Jinx enough but I couldn't lie to myself, I was really not satisfied with the new face and it was really bugging me. I did some work on it tho and I will come back on it some more.
Sorry to disapoint if I do, Always love to follow your critics but at the same time I have to like my character and I was not liking her at all with the latest corrections..
Anyway!
Quick update, started working on those booootssss
Actually to be straight with you, I preferred the face before your last update as well. I just didn't want to paintover what wasn't your latest point of progress. The last one seemed more jaw/cheek heavy, eyebrows seemed a little forced into the "evil" pose, etc. Glad you jumped back to the older one, as even if you do changes, I think they won't need to be as drastic.
Look forward to seeing some textures, it's coming along nicely.
crazyfool Cheers man, glad you like it, thanks a lot for the help on that face. Really liked your paintover but I really couldn't get the 3d to represent it in a satisfying way.
Abrvpt yeah I had that impression too but I just checked her proportion compared to the Loomis one for a 8 head tall character
She is actually 8 head tall too and the only thing that doesn't fit is her pubis wich is about 1/4 of a head higher that it should be. I think the impression is very exagerated by how tiny her shorts are.
In the end I know I could fix it But I feel like those kind of charm bring her in a more ''normal'' mold and I'm really trying to go for a over the top look and bringing her to those normal standard IMHO would just make her more generic. I might be wrong to! I really like the very tall- infinite leg style. Plus ingame her stand is often with the leg very far apart and with the knee bend, I feel like it's gonna give a cool look with those super long leg!
Getting closer and closer to the final result.
Realized I really dislike what I have going over the back of the boots, Gonna fix those.
they barely reach the hip.
stevston89 Thanks for the input! Maybe it's all in my head but I do think she doesn't look as gigentic as I wish in your paintover so I did not make the leg shorter but I did lower the middle body section so that the center of her body is at the crotch. Hope it's still help with the fact that her legs looked funky to you haha!
I'm wondering if I'm calling this done and moving on unto the low rez and texturing,
what do you guys think?
That's just my opinion. Nice job and I can't wait to see the fully textured model
Dan! Thanks!! Glad you liked it!
Scythe yeeeeeeeeaaaah!!! hair!
Iciban Just modelled small strip of polygone in max, add a shell modifier and place it around/transpose/move it in zbrush and then subdividing it. For the ones in the hair I still had my old basemesh from max that was made with a twist modifier so I just selected an edge loop, make a spline out of it and then convert it into polygones, voila!!
Final sculpt because it's time to move on YEAH
Hope you guy like it,
can't wait for the texturing!!
Those were made in keyshot BOOM
Nefarius24 Thanks! I'm on it but i've just been so god damn busy recently , Need to get back into buisiness soon!
slosh Thanks! Yah I first wanted to take part of the challenge but I don't really know much about comic, wasn't sure what to go for but really I just decided not to take part of it because I knew I was probably not gonna be able to enter those deadlines. I'm not the fastest artist and with full time work you never know how much time you'll get to work on this, and when the contest started I was still in my christmas vacation out of town and without a computer... Maybe next year, you never know!
Lack of update is due to me moving (again!). I'm relocating to Montreal but I should be all setup next week, yay. Will be back to real business then
Cheers!
If you ever need a rigger for this you hit me up! Will keep watching this. Can't wait to see the textures!!
Regarding the topology, I would recommend building her top straps into her shoulder geo instead of floating them. It will make your job of weighting much less stressful. I learned this the hard way a number of times I would also like to suggest that you build her shoulders more like a bent cylinder for better deformation; sort of like this:
...And perhaps bend them out further to the 45° positon.
Keep up the good work!
PyrZern Haha I'm having absolutly no fun moving :P I'm living between boxes at the moment.. And yah like I said I will try to record the whole process. I'll share it on the thread for sure
ESFGames Thanks man, glad you liked my previous work, will try not to disapoint with that one now haha!
crowhorn52 Hahaha thank you im happy you like it, I'm more of a dota 2 player but I really like Jinx's design!
I'll probably ask the same rigger that did Ellie to do that one but I will keep you in mind if anything happen .
chudork thanks! glad you liked Ellie too!
Quasar Hey man, thanks for the topology tips. I did not change the topology as you might see. I didn't want the strap to be in the body mesh because I was not feeling the mesh looked very clean afterward, I might be causing pain to my rigger (Sorry!) I'll buy him some chocolate :P.
When it comes to the shoulder I usually use the bent cylinder technique when the character has a shirt/clothing etc. When the body is nude I just can't make myself to do it that way for some reason, especially with such a high resolution character.
I sure tend to the cylinder more when it come to lower rez, at least.
Aaaand I hear you about the 45, I guess I'm really mean to my rigger once again, I think i started that way but I always feel it's a bit unatural and I tend to lower them in the process, bad bad me! Anyway, thanks for the precious advices
Anyway, small update, didn't do much cleaning yet, pretty much out of the oven
can't wait to get back to her yeeeee
(yup she is super high rez, I'm going craaayyyyzzaaay)
Can't wait to work on her some more but I'm moving tomorow nooooooo!!!
small crit though: I don't know if its the lighting but I think her jaw line is looking kind of soft. Jinx have a very sharp anime style jaw which I think isn't really that prominent, but again, might just be the angle and/or the lighting, I didn't notice it that much in your highpoly renders.
Iotet Thanks man!
Yah dunno I feel like it might have been the lighting, about the jaw comment, tell me how you feel about it now
small update, uploading a video soon
[ame="http://www.youtube.com/watch?v=XLvE30ORqyY"]Jinx Texturing timelapse part 01 - YouTube[/ame]
stevston89 Bigger eyes? I'm not too sure I want to start changing proportions at this point but i'll consider it! When it come to the mouth Jinx does have a very thin mouth but the lipstick sure accentuate it maybe.
slosh I will give her a crazy facial expression once she is rigged and yes I would like to make her guns at some point
however - i agree qith quasar, and would also add that you should lift the arm overall for better deformation. now she is pretty much in one extreme of her range of movement. while raising the arm is to wave at somebody would be the other extreme - thats a whole lot of deformation. Depending on what you want to do a classical T pose would be best, but in most cases a relaxed T (45 degreeish) is my preferred way of doing it.
So dependentent on what you want to do with your characters, you should keep that in mind. your shoulder setup would be good for any 3rd person shooter without much other movement but holding a rifle.
While relaxed arms look cooler, they are less flexible the same would happen if you would have posed your hair into a nice flowing shape. It would be really tough to bend it to the opposite direction.
but srsly really great work marie!
it's building out in such an outstanding way that my vocabulary just got smaller again.`
Anyways Marie, wonderfull work, and what you've developed today made it look even better
can't wait to see this one finished!
skylebones Thank you!
almighty_gir Thanks almigty guuuurl
Neox Well I think that Jinx in a neutral face probably looks ''cute'' overall, I really feel it's her crazy expression that brings her edgy look, at least I hope so.
About the shoulder Yah, I looked throught my other work and I agree, I usually do not bring the arm as low as I did in that one. I just really liked the relax posed it give but I agree it's not the best for deformation. When I work in a studio the pose is usually fixed by someone and I follow it but when I work for myself maybe I take decisions that might not always be the one I would take in a real production.
Thanks for reminder, sometimes I need one of those :P
Dylan Brady Hahaha gotta love that gif, glad you liked the character
Ichidan thanks man, I appreciate it
So another update here, we are still talking all diffuse-normal here,no spec or gloss yet. that will be my next step.
I'm getting close to be done with the diffuse, just some more tweaks and details to add (but overall it's a very clean character, not trying to make a realistic-full of dirt and scratched version).
Will upload the second part of the texturing timelapse soon.
Hope you guys like it!
Edit, SladeDigital Hehe we both posted around the same time so I didn't see your message before I posted!
Was really nice meeting you today in the hangout I'm sure will meet again out there. Don't worry about your english, I use to be in the same boat, it's all about practice. Very glad you liked my work and I'll keep following your progress!
what number did you end up with topology wise?
maybe not use the exact same color for the bullets as the belt buckets?