Hello everyone! Here is the character I've been working on, Kit Walker (Evan Peters) from the TV show American Horror Story.
References:
Here's what I have so far:
The head and hands are separate subtools atm, and I'm assuming it's not too hard to combine them to the body later. I plan on using hair planes, so the current hair is temporary. I'll also be using substance designer/painter for the textures, the polypaint was just for fun. I've never made a zbrush character before, or used substance designer/painter so this project will be a learning experience for me. Any feedback on it will be appreciated.
Replies
and a closer view of the face
Face looks pretty good, although the jaw is pushed way forward bringing the lower lip and chin too far out. get some references from the side view especially.
I agree with Brad though, think he looks cartoony at the moment, and yes focus on the anatomy first, get it nailed then move onto the clothing.
A lot needs refining in the face, it looks muddy at the moment, lower the sub level and focus on structure and form.
Keep at it though, I really want to see this turn out well! Best of luck!
I went back to the body and tried to fix some of the anatomy problems. I'll keep refining it as I learn more about anatomy. I also found a side view for the face and added it to the references.
I moved around some of the proportions of the face, but next time I'll be refining it more.
Thanks guys!
Update:
with clothes moved
When it comes to anatomy, try and think of this. 1 extra inch of size is a huge difference. Meaning subtle things will really make a big difference in the look and how real this guy appears. From the 3 quaters view I can see this massive buldge on the forarm. Imagine if your arm was like that. You would be a freak. Try and keep this in mind when sculpting. This actor is very thin and has very little muscle mass. You mearly want to hint at the muscles with him. Keep it up though, its getting way better.
I toned down the bulging arms a little and I'll keep working on trying to make them more realistic.
Update:
Next update I'll probably be starting on the shoes and fixing some more face & body stuff. I'll be gone for the rest of this week, so that will get done next week. I'll bring an anatomy book with me and look over that when I have any spare time.
Update:
I'm not really liking what I have for the shoes, so I might redo them or try making them in maya. I used spotlight on the face to get an idea of what it might look like when it's done, but that's not what the finished texture will be. I also merged the hand subtool with the body and dynameshed them together.
I decided to smooth out my current shoes and try again. I'm still not 100% satisfied with these, so I might come back to them later. Next time I work on this I'll be refining all of the clothes and maybe put stitch alphas on them like I did on the shoes.
Yep, it's another shoe post. I started working on the clothes for a little, but ended up making new shoes in maya. I think these ones look more "real" from far away.
Next time I might retop the face/body. I'm thinking I'll have to redo the lips at the end anyway because they'll be opened a little and I sculpted them closed, so I might as well do that now (it probably won't be final topology).
I started retopologizing the high poly face/body with quad draw. I pretty much used dynamesh for everything so I'm hoping this will make it easier to keep details on the face.
I didn't like how that was turning out so I used zremesher and added the mouth in maya instead of using quad draw. I ended up having to get more ram to prevent zbrush from crashing (only had 4gb...) I might try making the teeth next.
There's a gap in the teeth because the subtools kept connecting in the middle, but I'll merge them all for the low poly.
I also made the low poly models for the pants, undershirt & arms. I probably wont delete the back of the undershirt even though it'll be covered because that might make it weird to rig/animate. I put the pants in a default ue4 scene with a normal map just to test it. I'll have to learn to light stuff in it later.
Update:
Update:
Here's all the low poly stuff. The head, arms, undershirt, shirt, pants, and shoes are all separate things. The stuff I'll add to this later are hair, eyebrows, eyelashes, eye shading, eyes, teeth, buttons, and eyelets. I might extrude the inside of the pants down for feet in case the gap would show if the feet were animated. I'm not that experienced with animation, so I'm gonna try to animate this when I'm done just to see if everything works.