Long time didn't touch this project....
I done some refining on body. I plan do a sculpt pass and fix mistakes and add some minor details. So technically it's a basemesh) I will sculpt in blender, so this detailed mesh is ok.
I'm generally happy with anatomy and proportions, now her hips and thighs are wide as I wanted, but not look dislocated as it was in previous versions. I wanted to make her more stylized and I found out how hard it's for me. I was surprised.
Hair are just placeholder. I don't like hands and I plan to correct them. Also I didn't like face, but I think it will be easier to fix it in sculpt.
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Do you plan to paint it in Blender? I think it needs some improvements yet to paint comfortable with it mostly if it's a character.
Have fun! Looking forward to the process and final
I can't help but feel like the gap between her thighs is a little too wide. Maybe this was intentional but it looks odd to me. Hers legs should sort of taper in. I'm no expert though There's a former wmma fighter named Gina Carano who makes nice real world reference for atheletic females.
Nath
@allinuse - I'm doing stylized character, so disproportions like gap between her thighs is intentional. It's part of my style. I had traditional art/anatomy training so I'm completely aware of what i'm doing.
Here is some progress:
I have to ask about the sword though as it seems kinda...random. It's a neat prop, but is there a reason she has a wooden play-sword? I do love me some good backstory/lore, but the trick with character design is you have to be able to read almost everything there is to know about that character just from one image alone. It has to tell a story on it's own so you have to be very picky about the elements you add to it.
Then I think you need to revisit your stylization. Right now, it actually looks like you're stylizing incorrect anatomy, rather than use a working "base" anatomy. You're not far off, just a few tweaks will make your figure more human. You can even see in a lot of the images from your reference that stylized characters have the shadow of anatomical understanding behind them. I work with exaggerated proportions in a LOT of my current work and in addition to my "cool art" reference images for a given project, the files I pull the most information from is traditional figure model photography and anatomy studies. If you try to take direction from already stylized figures, you can end up down an informed path, but not necessarily a correct one.
I found out that I have more problems with clothings (folds and stuff) then with anatomy. Sometimes I even want to switch to sculpt mode and use it to make things more smooth. But I dont want to do that. It's like cheating for me in this project. Next time maybe I will use this approach (sculpt + retopo) but for this one I'd like to put vertices in their places one by one.
this is my progress for now.
and tell me please, Polycount, how do you model bellybuttons? look, it looks horrible!
I done some refining on body. I plan do a sculpt pass and fix mistakes and add some minor details. So technically it's a basemesh) I will sculpt in blender, so this detailed mesh is ok.
I'm generally happy with anatomy and proportions, now her hips and thighs are wide as I wanted, but not look dislocated as it was in previous versions. I wanted to make her more stylized and I found out how hard it's for me. I was surprised.
Hair are just placeholder. I don't like hands and I plan to correct them. Also I didn't like face, but I think it will be easier to fix it in sculpt.