Thanks guys! The hair was done with a simple insert mesh curve bush I made. It is just composed of flattened cubes that are tapered. I haven't gotten to the wraps yet but I think I have most of the base parts in there. I'm likely just going to sculpt the wraps right out of that one piece of geo.
Nice looking start there mate. Good curves of body and nice face. If I really have to be picky maybe you can thin down her waist make her hand more feminen and "slender" ? Maybe ?
Well just a thought though. I don't know how the real character looks like so... keep goin' !
Man, this is quite nice, the fur looks quite good, especially. I do love her Awakening design. I have to say, though, I feel that she may not have enough forehead- The upper half of her head seems a little bit small.
The detail on the ropes and sword grip is amazing holy crap . And as for the brush you use for the hair thats a really good idea, ive been having trouble trying to make good hair geometry.
Yep, good game. You should finish it. Anyway, I have a small update here but mainly I wanted to say that I've put my hair curve brushes up for download on my site if anyone is interested.
@Ged Thanks! my plan was to remake it with planes and alphas. That hair was just proxy.
@Deathstick nothing wrong with disliking certain styles. I'm glad you like it regardless
@EosOfOrcus Not everything. The ropes were done with insert meshes that I created a=outside zbrush. The swords weren't done in zbrush either.
Anyway this is the lo-poly so far but I'm a little disappointed with the transfer from high res. She's looking pretty dead. :poly116: Hopefully posing will help but I'm thinking the texture needs work.
A bit more work on the textures will probably help. The shadows are pretty solidly black so maybe mixing in a little color could help give it more of an anime feel?
Looks sick!
Only nitpicks I have is that you really couldn't spare an edge loop or two to smooth out that faceting on the top card of the ponytail? Additionally, none of the metal parts appear to be metallic, more like white/grey plastic. Kinda just looks untextured.
I really appreciate the feedback . Bagel Hero, you're completely right. Metal has always posed a challenge for me. I have textured the metal a bit more now and add some more divisions to the hair. Jean-Pascal, the poly count is at 21909. It could be lower but I didn't want to limit myself on this one. I have a wire frame for you here too. The maps are nothing special. I didn't use optimal layouts since I wanted it easy to paint.
Also sketchfab!
[SKETCHFAB]766777c3701c4efb86a0f6302ea1fa98[/SKETCHFAB]
Ignoring alpha sorting errors, for some reason the Sketchfab viewer makes her seem more appealing than your static renders do. Cleaner and less uncanny. Are you rendering in Toolbag?
I also hesitate to suggest it, but have you considered just defining your metal with colored spec or a metalness map? It might make your life easier.
Edit: looking great btw, rounding out the hair helped a fair bit.
Thanks for the input BagelHero. I don't really know much about metalness maps. I'll look into them. As for colored spec, I had thought about it but the metal is gray so I'm not sure what to do there.
Grey spec, dark diffuse, like, black or dark grey. If you're using something with a cubemap/PBR, anyway.
I suggested Metalness, because that means you can just mask out all the pieces you want to be metal (Black = nonmetal, white = metal), and it will darken the diffuse automatically, using the color of it for the spec input. That way you don't need to reauthor too much.
Replies
I wanna see how you will do her waist wraps though
Well just a thought though. I don't know how the real character looks like so... keep goin' !
will you bring her down to ingame resolution?
They didn't let just anyone make the key art, it was mostly former concept artists for other Fire Emblem games.
@skodone yes I do and here it is.
@Ged Thanks! my plan was to remake it with planes and alphas. That hair was just proxy.
@Deathstick nothing wrong with disliking certain styles. I'm glad you like it regardless
@EosOfOrcus Not everything. The ropes were done with insert meshes that I created a=outside zbrush. The swords weren't done in zbrush either.
Anyway this is the lo-poly so far but I'm a little disappointed with the transfer from high res. She's looking pretty dead. :poly116: Hopefully posing will help but I'm thinking the texture needs work.
But it's really solid work.
Only nitpicks I have is that you really couldn't spare an edge loop or two to smooth out that faceting on the top card of the ponytail? Additionally, none of the metal parts appear to be metallic, more like white/grey plastic. Kinda just looks untextured.
What is the final polycount? It'd be nice to see a wireframe + maps as well.
Also sketchfab!
[SKETCHFAB]766777c3701c4efb86a0f6302ea1fa98[/SKETCHFAB]
I also hesitate to suggest it, but have you considered just defining your metal with colored spec or a metalness map? It might make your life easier.
Edit: looking great btw, rounding out the hair helped a fair bit.
I suggested Metalness, because that means you can just mask out all the pieces you want to be metal (Black = nonmetal, white = metal), and it will darken the diffuse automatically, using the color of it for the spec input. That way you don't need to reauthor too much.