Thanks, folks! More concepts for her staff and Pix! Moving into 3D today. Undecided what to do for her Whimsy/polymorph critter. Maybe a simplified lantern wisp? I don't want to overdo the motif.
As for Pix, if the trails don't work in alpha I plan to use a gradation in the rounded forms.
Super-early block-in of stuff. Lots to do. Planning to model out her goggles/headgear and import it into ZBrush for details. No pack on her back yet to balance her, so don't mind the pose!
Just about everything on Lulu represented here, even if blobby/placeholder, minus a couple odds and ends. My goal for this weekend is to have the staff, Pix, and the rest modeled and ready for details/cleanup.
Itยดs looking great so far! Do you think you could shape te face more like your original design as Iยดm finding that shape much more appealing. Maybe even somewhere inbetween so you can still get that little point for the chin.
Alllllmost there. Going to add some asymmetry to the goggles and and break up the staff's form a bit to get a variety of shape sizes -- feeling a bit top-heavy.
Still deciding on playing with the face more, but I wonder if that's something I can resolve in the low-poly. Really wanting to get that started this week.
I want to move on to the low-poly this weekend, so I'll be using this to decimate and start retopo.
I chunkified many of her elements to read a bit better from a distance and stylize things. I plan to rig the ghost arms so I can get some wicked-twisty shapes and break up the backside.
Retopo is well under way. I'm approaching the hair and trying to take things under deeper consideration, considering the deadline faster approaching.
The design of the headgear has been a point of conflict with me because I felt I could push the design further. Here's a quick paintover of the hair changes I plan to make to the sculpt, which I feel also ties the design of her staff into her main design and makes her a bit more identifiable.
I feel making the staff's metal bits more rounded might also unify things a bit, but that's undecided. More to come.
I've really enjoy following this thread man. The thick chunky shapes look spot on, and her little ghost guy is so cute ;-;
I would put a little more shape and time into the ghost tentacle things coming out of her backpack. Everything else looks so solid but those things still look blobby so they stand out at the moment.
Hey Lazar -- I completely agree! I've been mulling over whether those shapes should be pre-posed or not before hitting the UVs. Their current state in the sculpt is definitely not their final position!
For context, I imagined the arms as a ghost in her pack that is imprisoned, so the arms would be in a flow-y state trailing behind her.
I feel they would be both easier to texture and rig flattened out to tune their angles of twisting in the final, rather than have them be in a fixed twisty state. Lulu's other skins have her hair fixed, but it severely limits their animation potential.
Hey Haze, thanks for the comments. I just wanted also to say that I loved the staff and the backpack you made. The staff was really a eye catcher the first time I saw it on the forum. I hope you get a really nice low poly out of it. Keep strong (y)
Thanks everyone, you've been super-motivational in getting this done! Thanks for pointing out the hands, I'll make that change either before the final bake or in the final model.
Tried variants of roundness with the staff but was unhappy with the results. Keeping this design for now.
Test bake! Auto UV ftw! Reduced the contrast a bit so the details could be seen.
Debating on how to set up my many parts to get the best bake. Guess I'll ponder that while working on UVs. :P
[Realized I still have to model the ghost arms. Guess that's up first tonight.]
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Also.. I like the idea of hanging lanterns/cages from her hat. Cant wait to see more.
I'm still in the process of digitizing all my napkin and notepaper sketches.
As for Pix, if the trails don't work in alpha I plan to use a gradation in the rounded forms.
Just about everything on Lulu represented here, even if blobby/placeholder, minus a couple odds and ends. My goal for this weekend is to have the staff, Pix, and the rest modeled and ready for details/cleanup.
I honestly was expecting a ghostbuster's skin haha, but definitely like where you're taking this.
Good luck!
Alllllmost there. Going to add some asymmetry to the goggles and and break up the staff's form a bit to get a variety of shape sizes -- feeling a bit top-heavy.
Still deciding on playing with the face more, but I wonder if that's something I can resolve in the low-poly. Really wanting to get that started this week.
Major value tweaks are needed so everything reads better on the smaller scale.
I want to move on to the low-poly this weekend, so I'll be using this to decimate and start retopo.
I chunkified many of her elements to read a bit better from a distance and stylize things. I plan to rig the ghost arms so I can get some wicked-twisty shapes and break up the backside.
Retopo is well under way. I'm approaching the hair and trying to take things under deeper consideration, considering the deadline faster approaching.
The design of the headgear has been a point of conflict with me because I felt I could push the design further. Here's a quick paintover of the hair changes I plan to make to the sculpt, which I feel also ties the design of her staff into her main design and makes her a bit more identifiable.
I feel making the staff's metal bits more rounded might also unify things a bit, but that's undecided. More to come.
I really like that staff but you might be right
hmm decimation to retopo. I can't believe I've never tried that.
And mmmmmmmmmm
I would put a little more shape and time into the ghost tentacle things coming out of her backpack. Everything else looks so solid but those things still look blobby so they stand out at the moment.
For context, I imagined the arms as a ghost in her pack that is imprisoned, so the arms would be in a flow-y state trailing behind her.
I feel they would be both easier to texture and rig flattened out to tune their angles of twisting in the final, rather than have them be in a fixed twisty state. Lulu's other skins have her hair fixed, but it severely limits their animation potential.
I agree with SorinLupu, The hand and fingers could use some more volume.
Tried variants of roundness with the staff but was unhappy with the results. Keeping this design for now.
Test bake! Auto UV ftw! Reduced the contrast a bit so the details could be seen.
Debating on how to set up my many parts to get the best bake. Guess I'll ponder that while working on UVs. :P
[Realized I still have to model the ghost arms. Guess that's up first tonight.]