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SketchDump of a newb: attemps at character art

Hey polycount!

I'm a half-decent hard-surface modeler, but I suck at character art, but I'm working on it.

Here's a sketch I did a ways back. Not the greatest, but I had it scaned in on my computer when I felt the urge to do some character art.

PquZJLe.png

And here is the result of ~ 2 and a half hours of work. She still needs hair, textures, and she's not even close to anatomically correct, but it's a start. She's sitting at just under 3k triangles right now.

ttl2Vmn.png
QY8KHUo.png
i4UYgcF.png
ksM3S0s.png
odjI2rq.png

Replies

  • butt_sahib
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    butt_sahib polycounter lvl 11
    Hey man

    This is look great. Everything looks good at the moment.
    i think you could work on the face more get some nice edgeloops working for you for animations and better defomrations. And you need to lose that eye. A simple low res geosphere would be good, it seems quite polydense at the moment.
    I also think you could lose some detail on the leg, maybe get rid of a whole set of loops.

    Good luck!
  • ClusterOne
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    ClusterOne polycounter lvl 4
    Whats your target polygon count? Is this character intended for a mobile or light application?

    If not, you are wasting a lot of time trying to create detail vert by vert. I would strongly suggest using sculpt mode for the bulk of your detail; its simply more efficient. I'm sure you put a considerable amount of effort into your current work, but If I were you I would scrap it and start out fresh with clean unembellished meshes. Modularity is definitely the way to go; separate your character into several base meshes which you can sculpt the detail on to individually. I personally think its best to start with the base mesh for your body and get your anatomy proper before embellishing it with all the doohickeys (even though it might be tempting to skip anatomy). And if you are shooting for a lower poly count, you just can just bake the details on instead of tediously doing everything vert by vert. Needless to say, you did an awesome amount of detail in edit mode, I just don't think its most efficient way to work.

    If you aren't sure about proper topology for sculpting, or just don't want to make a mesh yourself, check out http://wiki.polycount.com/BaseMesh, there you can download a verity of human base meshes depending on your work preferences. Also, be careful of n-gons.
  • QuantuMacgyver
    butt_sahib wrote: »
    Hey man

    This is look great. Everything looks good at the moment.
    i think you could work on the face more get some nice edgeloops working for you for animations and better defomrations. And you need to lose that eye. A simple low res geosphere would be good, it seems quite polydense at the moment.
    I also think you could lose some detail on the leg, maybe get rid of a whole set of loops.

    Good luck!

    Yeah, the face is really bad, but it's the first time I've really sunk my teeth into a face mesh.

    Not sure which set of loops you think I should loose on the legs though, the tiedown straps around her boots?

    ClusterOne wrote: »
    Whats your target polygon count? Is this character intended for a mobile or light application?

    If not, you are wasting a lot of time trying to create detail vert by vert. I would strongly suggest using sculpt mode for the bulk of your detail; its simply more efficient. I'm sure you put a considerable amount of effort into your current work, but If I were you I would scrap it and start out fresh with clean unembellished meshes. Modularity is definitely the way to go; separate your character into several base meshes which you can sculpt the detail on to individually. I personally think its best to start with the base mesh for your body and get your anatomy proper before embellishing it with all the doohickeys (even though it might be tempting to skip anatomy). And if you are shooting for a lower poly count, you just can just bake the details on instead of tediously doing everything vert by vert. Needless to say, you did an awesome amount of detail in edit mode, I just don't think its most efficient way to work.

    If you aren't sure about proper topology for sculpting, or just don't want to make a mesh yourself, check out http://wiki.polycount.com/BaseMesh, there you can download a verity of human base meshes depending on your work preferences. Also, be careful of n-gons.

    I'm shooting for low-poly, around 3500 or less. I've seen a lot of the sculpted meshes around here, and blender has a sculpt tool, but I've never been able to get the hang of it. I wanted to start with something that looks good and is anatomically correct with tools I'm familiar with before I try and do it with the sculpting tools.
  • Nakedwooki
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    Nakedwooki polycounter lvl 7
    Hey man, with regards to your face topology, check out this post, it breaks down the topology quite nicely. http://www.polycount.com/forum/showthread.php?t=80005
  • QuantuMacgyver
    Tried my hand at molding a face, following a few video tutorials on getting the edge loops right. Still need to figure out how to do the ears, and there's something off, but I can't put my finger on it.

    i50BnXk.png
    ojV8V6G.png

    And a GIF turnaround:
    3lVav2B.gif
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