I'm working on a character for my game. (Which will take about 111 years to finish if I'm doing it all by myself...no problem, I'm willing to spend the time
)
Feel free to encourage me, offer me millions of dollars (or some crits)...;)
The concept design and toolbag renders (only the head and the boots are lowres meshes at this point).
Still balancing the face-head shapes and texture... (no reference used for sculpting and no photo used for the textures).
(Interesting how different lighting can change the feel of the expression...right?)
Replies
i would recommend using a imagehosting service
such as Tinypic
so you dont have to keep the forum restrictions and the images
will be fully visible in the post with [ img ] tags
I think I'll make her smile soon.
Right now those brows are just placeholders.
I have to disagree. The brows color match quite rarely the eyelash colors. (Especially if she has makeup on )
Her eyebrows don't have the distinct sculpted arc of the concept, nor do her eyes have the almond shape (although some of that might be from eyeshadow... the concept is a bit low res...)
There's something odd about the orbit of her eyes that I can't quite place; it's almost like there's a chunk missing. The also feel too deep, especially when compared to the concept.
Eyebrows are still placeholder.
But don't compare her face to the concept please! That has a pixelated something there just to indicate that 'there is a face'.
Thanks again!
Hair is hard... so here is a test with hand painted hair planes.
I'm thinking how I could do the fur on the vest...
http://www.polycount.com/forum/showthread.php?t=135316&highlight=orcking
skodone:
Yes, his fur uses the same method as the hair you can see here on the previous head screenshot. However, I'll need to do convincing 'furballs' and scatter them (see concept on top). So I'm thinking of the best shape - texture combo that gives good furball result.
jhoythottle:
Thanks! Yep, when a woman puts on a vest like this, it looks like this.
I like your retro space girl stuff!
(Hair is hard to do...)
So take a plane, give it a planar UV.
Then paint a lock of hair - fur in photoshop (or your preferred paint program) on a new layer (so it's not the background layer).
Then take that layer copy it, make it black and white, and adjust the brightness - contrast so that it will be pure white where the hair is, darker only at it's edges. Use this as the alpha in a .tga. So you will have a painted lock of hair .tga with this B&W in the alpha channel.
Experiment!
Then take your plane and scatter it over the surface you want to cover with hair - fur.
You will need to experiment. Plane shapes, how to paint different hair locks, etc... (a full head can use 6-7-8+ different types of hair planes painted.
Have fun!