Her bottom heavy hourglass figure isn't being quite nailed down. You have the props there, but you need to go back in and really get those pants more baggy and her bottom pelvic area a lot wider and more buxom to sell the proportions that I'm seeing in Brandon's concept.
Also, her breasts look more like balloons with air instead of drooping sand filled breasts. Give weight to them.
Btw, what are you rendering the High poly models in? Looks wonderful!
@JadeEyePanda Thank you for critique. Her pelvis area and her breasts are need to be fixed 100%.
About render, thanks) I rendered in KeyShot. All render settings were default, only 128 samples instead 16)
@Legion_studios Haha, I was thinking about this character too) but this Kitty is a little bit more aggressive
woah this is looking awesome!
But i gotta agree with JadeEyePanda though, the boob area still looks kindda off, the natural weight of the breast plus the metal plating on the armor should have weighted it down more.
can't wait to see it finished
Chest/breast area look much better and more natural. Maybe revisit the stomach area and give it a little more definition/belly. Also, the neck area could use a little more definition. Otherwise I think it's looking really nice!
i love how your handling the hard surfaces . but not so much with organic ones .
for the pants folds id recommend not looking at the concept for reference
pants tend to have horizontal folds instead of vertical specially here the pants are baggy with boots holding them up
check the folds here for example . notice how there are lots of horizontal folds right above the shoes :
oxygencube, got it, yes, you are right. I will revise her stomach area and neck area.
Catzcratch , thanks for the screenshot. Really, her pants should be more looks like your reference. I will try two variants: Marvelous Design and hand-made folds.
Very nice hardsurface work ! But the trousers are really weak compared to the rest of the piece, therefore making the whole thing kinda so-so...
You have better folds than before but you don't seem to have fully get how cloth works yet. This page might be useful http://www.mightyartdemos.com/mightyartdemos-bradley.html
It's important to mix the references with a certain understanding of cloth, especially when references are hard to find.
I also made a very crappy paintover to indicate what I think would be the main directions of the folds.
Because they are baggy pants in boots, you want to have some large, deep folds on some places (mainly the long diagonal folds in the front view)
Hard to find a ref that perfectly matches her trousers but this one might help:
WOW, Abrvpt , thank you, mate! The article and your feedback will be very usefull for me, because I still don't know how to draw the folds on this type of pants I am going to remake this parts of pants
Those pants, I know you're probably at your wits end with them, but man....still not there. The folds are too detailed and busy, especially around the knees. I know it's hard, but throw it away, start over, don't worry about little details, get the big shapes right. Even if you strait up copied the outlines given by Abrvpt you'd be in a better place concerning those pants.
I see what you were trying to do......and I'll say what works for the concept does sometimes not work when translated to 3-D, it's where you as a 3-D artist have to make a call and find real world reference, apply, or stylize and apply. Our brains know that cloth material doesn't behave that way, and it's causing us to pause and dissect it.
You were planning on informing the viewer they were pants by texture weren't you? Go back, model that shit, and those folds.....reset, again.
Replies
Here is blocking of the model. Some of the elements will not be identical to concept art, but maximum close to it.
Here is the screenshot:
Next my goal is creating glove.
Also, her breasts look more like balloons with air instead of drooping sand filled breasts. Give weight to them.
Btw, what are you rendering the High poly models in? Looks wonderful!
http://breadwinningmama.com/wp-content/uploads/2012/10/hello_kitty001.png
About render, thanks) I rendered in KeyShot. All render settings were default, only 128 samples instead 16)
@Legion_studios Haha, I was thinking about this character too) but this Kitty is a little bit more aggressive
I have fixed the body and made geometry of a the glove
But i gotta agree with JadeEyePanda though, the boob area still looks kindda off, the natural weight of the breast plus the metal plating on the armor should have weighted it down more.
can't wait to see it finished
Need this girl more muscular arms or not? And also what is your opinion about whole character?
for the pants folds id recommend not looking at the concept for reference
pants tend to have horizontal folds instead of vertical specially here the pants are baggy with boots holding them up
check the folds here for example . notice how there are lots of horizontal folds right above the shoes :
not the best ref . just an example
oxygencube, got it, yes, you are right. I will revise her stomach area and neck area.
Catzcratch , thanks for the screenshot. Really, her pants should be more looks like your reference. I will try two variants: Marvelous Design and hand-made folds.
I think he meant to model.
"are complex stuff like the claws supposed to take forever to model?"
I have spent not so much time to model this claws and other stuff. I had so little free time last months, that is why this project has long terms:)
Now is high-poly modelling
looking forward to this
Guys, I have a question:
I baked normal map in ZBrush. But it has weird result
How to bake Normal Map without splitted smooth groups?
Thank you, pal, I will bake it in Xnormal)
EDIT : Seems like you already know that, sorry, didn't read properly, late in the night and all...
Thank you I have found the smooth normals button in ZBrush. But before I baked it in XNormal, and it gave better result
Was baked skin, made eyes and eyelashes. Also was setted up a light in the scene. I mean this direction of light.
Guys, need your advice. Do you know some good tutorials about making hair for the realtime tharacters? For hair with planes and alphas.
click me
Haha, thank you, pal!
You have better folds than before but you don't seem to have fully get how cloth works yet. This page might be useful http://www.mightyartdemos.com/mightyartdemos-bradley.html
It's important to mix the references with a certain understanding of cloth, especially when references are hard to find.
I also made a very crappy paintover to indicate what I think would be the main directions of the folds.
Because they are baggy pants in boots, you want to have some large, deep folds on some places (mainly the long diagonal folds in the front view)
Hard to find a ref that perfectly matches her trousers but this one might help:
Old pants with new folds
Those skin textures really brought her to life near the end.
I see what you were trying to do......and I'll say what works for the concept does sometimes not work when translated to 3-D, it's where you as a 3-D artist have to make a call and find real world reference, apply, or stylize and apply. Our brains know that cloth material doesn't behave that way, and it's causing us to pause and dissect it.
You were planning on informing the viewer they were pants by texture weren't you? Go back, model that shit, and those folds.....reset, again.
Again!
I am working in the Marvelous Designer. Here is the variant I actually like. What is yours opinion?