1. Try to leave at least one critique per post. It makes you a better artist if you have the ability to give constructive critiques. Just because you're working on a different concept piece, doesn't mean you can't give feedback to others.
2. Challenge yourself.
3. Your final presentation should be posed and rendered in real-time.
4. Try your best to finish on time.
5. Post your work-in-progress in this thread.
6. Specify your own triangle count and texture size. Be reasonable and stick to your budget. Some suggestions are as follows:
Mobile: 2k Triangles, 512 Maps
Mid Res: 16k Triangles, 1024 Maps
High Res: 32k Triangles, 2048 Maps
7. Similar to
#6, you may pick an art-style yourself. You are, after all, an artist too. | Realistic, Stylized, Cartoony, etc |
8. Learn as much as you can. Share what you've learned.
Replies
Currently gathering ref.
Though I wanna do this in polygonal modeling without using ZBrush.
I think I will join in 2 weeks or so, when I have more time again
Great concept, but probably not gonna join this one too. So, good luck for everyone who participating.
Sorry for exagerating but I'm a newcomer to Polycount, so I hope that explains my enthusiasm.
By the way, I just wanted to ask you a question.
How do you think is it good idea to try my strenght in this challenge if I am a noob at the begining of the way of mastering the 3d arts, Although it is titled as 'Newb'?
Ps. Yes, we are still at it.
On a second look we can't see neither of these characters shoes. What type of shoe are people choosing for those attempting the female?
Demobaza Store
Mid Res: 16k Triangles, 1024 Maps
Will try my best to finish this month
I haven't relaxed verticies yet, so it's a little crude. Failed at Shoulder... <_<"
I want to attempt have a go at this.
Expect horrifying things. (Especially since the only thing I really have down well is the skull..but heyo lets be masochistic!)
But I will try.
Her neck looks a little long at the moment and her clavicles look too low. I would also get some ref for the waist area of a lady to help you smooth out and refine the waist shape, it looks a little.... blocky.
PyrZern: I like you get things done quick but you need to slow down man! you are sacrificing quality for speed. Go find a base mesh or build a quick block in with some 3d.sk ref or something similar (take advantage of the see through ZB function or set up transparent planes in max/maya to guide your anatomy), it will really help you get a solid base to build on top of and a much more realistic looking figure. Bad anatomy = bad character, no matter how much detail you add or how fast you add it.
Been looking forward to making something from this concept. I'll post my blockout tonight and lurk in the hangouts when I can!.
Try to get reference for as much of your model as you can, it will save time later. Also, use a basemesh! There are heaps out there!. When making characters, we almost never start from scratch, its just not practical.
PryZern: I like the quick mesh. The proportions seem a bit different from the reference, I'm looking specifically at the waist and hips. The reference seems to be a bit straighter. It might look good that way after you adjust the shoulder though.
I'm starting on the male. I really liked his face and wanted to start there.
@PyrZern. Her shoulders are way to boxy. They protrude out too much and then drop straight down.
Haha, I had no idea. That lead me to Keith Jardine, and there is plenty of reference for him. Thanks, I'll update the head tomorrow.
Well, damn... And during the hangout I really felt like I had to catch up <_<" I'm technically rebuilding her body now. I did reuse hand basemesh from last month. Though everything else I started from scratch.
@DonEngland & @Dimfist
Thanks, the shoulders and hips/waist are coming up right after.
@DonEngland Really liking how you started on his head already.
@Dimfist Love the design of her shoe !
Keep at it man, you've got a good start, just need some proportion tweaks
Started with this head and this body, made a bunch of adjustments then blocking things out. Trying Marvelous Designer for the first time, after figuring out how to more or less us it I think its going to be part of my workflow from now on (MD did some weird things around the dark crotch area, dont like it, will just sculpt it)
Everything is just mesh extract and zremesher except the boots (dynamesh) and the pants.
Hangout was empty but being on Aussie time, that is usually the case .
Klown Very nice start. Pants and boots are looking good already.
About to get started here, but was curious. As a new artist who still needs to understand and practice the human body is the basemesh still recommended? Sure it will save time, but shouldn't artists who aren't as familiar start from scratch? Or create their own basemesh even? Whats your opinion on that
@sbernyce Don't forget to dynamesh/zremesh after you do Mask+Extraction. Not sure if she's leaning too forward for not.
@klown Sweet-looking there. Very tempting to try MDesigner for next proj too.
Just woke up, and will be off for lunch with my family. So I will jump on hangout after !
If you're looking for a happy middle ground between starting a human base mesh from scratch and starting one from a pre-existing base mesh in Zbrush. Load the pre-made base mesh and use dynamesh and/or zremesher to decimate the base mesh down to a lower level of detail/polycount. Then you can start moving, scaling, and sculpting detail back into the model.
It`s been a while since I made a character, I love Ovchinnikov`s art, so I decided to make it this time
I wanna go with High Res: 32k Triangles, 2048 Maps
I want to try DDo2 for texturing(beta is coming out next week), and make final render in Marmoset 2, and probaby Hi Res render in Keyshot. It`s all the stuff that I wanted to look into, but had no time
For now it`s just a blockout
here's todays update.
@Dimfist: Solid start so far! Like the shoes.
@Lilith: Wow crazy amount of detail for just a blockout, the eyes are really working.
@klown: Nice start! Keep at it!
@DonEngland: Nice head start.
@Pyrzern: Really like what you got so far! Are the clothes separate from the body or is is all one mesh?
Will post my progress tomorrow, as seeing all these awesome builds I now see a few things I can change on my model.
The more you do, regardless if its from a basemesh or from scratch, the more you can find out what your strengths and weaknesses are and then work to fix those areas. Also have fun!
@Dimfist, @PyrZern, @thepapercut: Thanks!
@lilith: great start, loving that face!. I also saw the dDo2 announcement and plan to do the same thing with mine
@Dimfist: Nice progress, the toe of the boots look quite bulbous, not sure if that was by design? Still check out some ref for her "v" area on her waist, the hip bones look a little sharp and defined.
Update! She's made up of multiple pieces. Her torso is armless, but is connected to her legs. Her arms are actually her jackets. I tried to give her some ab muscle, but failed... Just gonna leave that to painting instead.
Still work in progress but so far, hair and pants need some work. I have yet to decide the style of shoes.
Critiques:
- Jacket requires more finesse.
- Pants need more work.
- Dreads need more work.
Most of my character work has been with very low poly mobile games, and even then I am largely an environmental artist.
Over the last month I have been getting myself reacquainted with zBrush (the first few times were major failures because I couldn't grasp the UI quick enough and kept getting frustrated.
I am finally starting to be happy with my progression in digital sculpting and I hope none of you mind that I am following Scott Spencer's Digital Sculpting Human Anatomy book while I go through this challenge.
Today I finally went through and sculpted the first gesture sculpt I've ever done, took me about 2 hours. The rest of the character will be based off of this so any crits to my anatomy now would be very helpful. I will be able to pick this back up either later tomorrow or Thursday.
Hey, love the idea of only using maya. May have to do that down the road to test myself. I am still very new to this whole character thing but I think you could bring down the shoulders a bit in size and possibly in a bit more. Though I do like the improvement over your earlier shot.