Anyone else out there use ZBrush on Mac? I keep getting an error whenever I try to load a ZProject file and it aborts loading it. Although I can save out my tool separately, it's a bit tedious to setup my reference images over and over again in spotlight.
Google search results seems to suggest that it is a problem when going between mac/windows versions of Zbrush but I'm not doing that at all so I'm stumped.
@CocoaCup: I've definitely looked at a lot of Wildling screenshots as references for believable arctic attire so it's probably leaking through. Not that I mind since Ygritte was an awesome character.
@Waterbear: I knew my side view as a little off. Thanks for posting the reference I'll have to adjust my proportions today.
Worked more on the anatomy. Particularly in side view as that was the most lacking. Still gotta do some work on the stomach/belly button area, legs. And remake the arms. I ditched them since they were giving me issues when I switched over to Dynamesh again.
I'll probably try the face though first since I've got a horrible placeholder head right now and I'm tired of having a headless model.
Failed at making an attractive face. Added in ears. Arctic foxes have more rounded ears so I'm going to try and nail that angle. Also blocked in some arms. Messed around with general proportions to make her more heroic.
Well the face isn't so terrible anymore. I still need to decide how much I want to lean towards the bigger eyed version from the latest Riot cinematic, but for now I'm happy with this more realistically proportioned face.
Her head might still be a bit too big. Up next is finishing up those hands by adding fingers. I'll probably block in her hair after that and then try getting started on her outfit.
I like that you are really starting from scratch, as all participants should (and clearly some do not).
I guess you could save work if you would not focus too much on a naked version, as you will only need knees and a tiny bit leg, hands and a chest. so the rest can be just "blockouts" containing the right shape. That sayed, it might help to start lowpoly and just block the broad shapes.
ah, you don't even need knees, as she is wearing pants, right? So why bothering with this kind of detail anyways?
@Sundaynights: I pretty much only do lowpoly stuff, so I thought that this was a good chance to try out something new. I agree that a lot of this work will be meaningless, but I still have a month and a half to work on the contest so there isn't much reason not to get the anatomy practice in.
But you should use reference images of the female body on pinterest.com, it'll definitely help.
Also if you're unfamiliar with Hazardousarts, I suggest you check him out on Deviantart.. he's really good at female bodies. I've linked you an image of his base mesh
I was finally able to get back to this. I've been studying up on attractive female anatomy from other artists (espeically Future-ficton's awesome Ahri entry) and I think that's been quite beneficial.
I still need to fuse the arms to the body and fix the anatomy issues around her shoulders.
Great progress. I like her hair flow a lot.
I think if you put some fur around fox ear, it would be cuter.
Not to crazy realistic, but a little bit stylized fur.
Something like coming out from inside of ear, and some around out side of the ear that can give some more fun. Just a small opinion.
I'll definitely look into adding more fluffy details around the ears, bgram.
I cleaned up a lot of the geometry that was in the tail. I continued to noodle about with her hair strands as I'm not quite satisfied with the base volumes I've laid out yet. I'm also contemplating doing some kind of tall leather boots instead of the baggy pants to try and keep a little more of the "sexy" factor that Ahri has, without being too impractical for an icy domain.
(I figured out how to save out a render from within ZBrush, so now you aren't limited to images that are my screen size, yay!)
Added in some more detail on the boots. I decided to see if I liked having the hood from the concept or not. Still undecided on if it will stay or not. I'm not sure what to do from a design standpoint for the back view of it either.
i think you could refine you're shapes and details; the cloth folds on the coat are really sodt and there's no real sign of weight. your lips also need refinement. I like the concept though and this could turn into something really nice!
Started painting in the details I couldn't sculpt.
Started rigging. More or less using an Auto-Bind from here, so clipping abounds. (Although it is a bit hard to see in this screenshot since I guess I subconsciously avoided the angles that show it off.)
Tweaked the color balance between her skin and the fur trims a bit. She's a bit ghostly up close, but it makes it easier to distinguish the two from farther out.
I guess I'm about ready to call the texture final. I'll take my eyes off it for a while and then come back to see if anything sticks out. Then there's just baking in and fixing the pose(s) for the final renders. I'd love some critique/encouragement if anyone has anything to offer.
Replies
Google search results seems to suggest that it is a problem when going between mac/windows versions of Zbrush but I'm not doing that at all so I'm stumped.
Today's progress...
To start, I'd put this on it: Good luck! Hope that helps
@Waterbear: I knew my side view as a little off. Thanks for posting the reference I'll have to adjust my proportions today.
Worked more on the anatomy. Particularly in side view as that was the most lacking. Still gotta do some work on the stomach/belly button area, legs. And remake the arms. I ditched them since they were giving me issues when I switched over to Dynamesh again.
I'll probably try the face though first since I've got a horrible placeholder head right now and I'm tired of having a headless model.
Failed at making an attractive face. Added in ears. Arctic foxes have more rounded ears so I'm going to try and nail that angle. Also blocked in some arms. Messed around with general proportions to make her more heroic.
Well the face isn't so terrible anymore. I still need to decide how much I want to lean towards the bigger eyed version from the latest Riot cinematic, but for now I'm happy with this more realistically proportioned face.
Her head might still be a bit too big. Up next is finishing up those hands by adding fingers. I'll probably block in her hair after that and then try getting started on her outfit.
I guess you could save work if you would not focus too much on a naked version, as you will only need knees and a tiny bit leg, hands and a chest. so the rest can be just "blockouts" containing the right shape. That sayed, it might help to start lowpoly and just block the broad shapes.
ah, you don't even need knees, as she is wearing pants, right? So why bothering with this kind of detail anyways?
But you should use reference images of the female body on pinterest.com, it'll definitely help.
Also if you're unfamiliar with Hazardousarts, I suggest you check him out on Deviantart.. he's really good at female bodies. I've linked you an image of his base mesh
http://th03.deviantart.net/fs70/PRE/f/2014/140/c/a/pepper_figurine_wip_1_by_hazardousarts-d7j1pz1.jpg
Goodluck!
I still need to fuse the arms to the body and fix the anatomy issues around her shoulders.
I'm no longer sure that I want to include the pants and hood from my concept sketch.
I think if you put some fur around fox ear, it would be cuter.
Not to crazy realistic, but a little bit stylized fur.
Something like coming out from inside of ear, and some around out side of the ear that can give some more fun. Just a small opinion.
I cleaned up a lot of the geometry that was in the tail. I continued to noodle about with her hair strands as I'm not quite satisfied with the base volumes I've laid out yet. I'm also contemplating doing some kind of tall leather boots instead of the baggy pants to try and keep a little more of the "sexy" factor that Ahri has, without being too impractical for an icy domain.
(I figured out how to save out a render from within ZBrush, so now you aren't limited to images that are my screen size, yay!)
Added in some more detail on the boots. I decided to see if I liked having the hood from the concept or not. Still undecided on if it will stay or not. I'm not sure what to do from a design standpoint for the back view of it either.
I guess I'm done with sculpting at this point...
Fur is hard. Folds are hard. Fluffy is hard. Why did I make this concept?
Updateees.
Everything is awful, but I gotta move on. Hopefully I can fix stuff I find displeasing with my texturing/the lowpoly.
Plucking away at the lowpoly model.
Texturing. Or as they say in another biz "We'll fix it in post!"
Started painting in the details I couldn't sculpt.
Started rigging. More or less using an Auto-Bind from here, so clipping abounds. (Although it is a bit hard to see in this screenshot since I guess I subconsciously avoided the angles that show it off.)
Using some gradient maps to explore color ideas.
Feeling pretty good about this color scheme although I'm having a tough time separating out the skin from the fur color-wise.
Checking her out in game view.
I think I've got the color balance a little better now.
Tweaked the color balance between her skin and the fur trims a bit. She's a bit ghostly up close, but it makes it easier to distinguish the two from farther out.
Clean up all the things!
I guess I'm about ready to call the texture final. I'll take my eyes off it for a while and then come back to see if anything sticks out. Then there's just baking in and fixing the pose(s) for the final renders. I'd love some critique/encouragement if anyone has anything to offer.
I'm probably gonna edit in a lessons learned thing here at some point as it's nice to have that sort of thing.
It has a few goodies in it, like this: