Hey there! Nice progress! however I do feel like the clothing fold definitly do need a bit more work, especially on the legs and on the bag. I think the legs are very thin and shapeless at the moment, adding a bit more curves and forms to her leg, so they feel a bit less like long sticks. I know she is ''skinny'' but even skinny legs have some curves and shape to them. Also the way you sculpted the clothes makes it looks a bit more like soft cotton than jeans, the straps on the legs don't have any depth to them at the moment. Do you have a reference for the bag ? right now it jus looks extremely folder all over like a sagging fabric bag, however it does keep its shape quite well which makes the intensity of the fold looks a bit odd to me. Anyway I hope this make sens and I'm enjoying following the progress on this keep up the good work!
I'll keep body shape in mind, will revisit the proportion to accentuate the silhouette. Totally agree with you on that one, as i feel like it looks too plain on the legs. Will revisit the folds as well.
Yes, i uses references for everything. It looks sagging because the references i used is an empty bag actually, haha, stupid me . And forgot to play around with the main shape, so it looks weirdly boxy, while everything is saggy.
Those bag folds is a quick early work, so nothing of value was lost, totally redoing those based on your input. Will search more ref on how stuff inside the bag will affect the shape, making it more realistic.
Thanks for the feedback, very helpful and i appreciated it! Fan of your work, by the way. Been waiting for your Shiva to be posed for presentation.
Just build my brand new PC (yay!), could handle my old highpoly model easily now. Well, i guess i will be finishing this one now!
A quick new short hair for Clem, and updated detail of her face. Felt like a drastic change, am afraid to lose the likeness without her usual hair and hat....
Sweet necro! I love seeing the progress from the very first image, in what, 2014? This is looking awesome, I love the updated hair and I can definitely see the likeness. Looking forward to seeing more!
@LeahM Thanks. Yeah, i have a lot of unfinished projects in my hard drive. I upgraded my hardware recently, so it really help!
A bit updated look on her face, hair, and cloth. I'll be using alpha cards for the final hair, this is just to show where i'm going with my version of older Clem.
Long time no update. Been busy with work schedule. Updated her looks, and finished lowpoly of her head. Hair, eyelashes, and eye is just a placeholder for now, just to see how she look.
I think i'm done with the head texture, unless there's a suggestion. A better presentation with a better lightning. Hairs are just a shitty high poly mock up using 3dsmax hair and fur
This is looking really nice! Looking forward to more! Hah, I made the comment without having seen the second page of updates. The hair looks very stringy to me...just kinda...odd. Not sure if its just fibermesh going crazy or you have actual cards but its not reading like hair. I think you need to clump your strands more like hair would naturally do. The only time hair would get that way is maybe on more afro/dread like styles and Clem doesn't really have that. For the dirt, it looks very thrown on and the placement doesn't make sense. For wear and tear (inc dirt) you really want to pick your spots and add them where they make the most sense. dirt would accumulate towards the ends of sleeves or the bottom of the jacket as well as in crevices, etc. wear would occur where fabric would rub against each other or other garment pieces or towards the hands where you get the most contact. I would gather a lot of ref to make sure the wear itself looks correct per material...leather wears differently then cloth, etc. the base sculpts and the bakes seem pretty solid but the texturing needs work. For her head, I would ease up on the cuts and blood unless you plan on altering her expression to match. Might be cool to give her like one open wound but the rest are healed scars. Adding expression gets tricky unless you plan on revisiting the sculpt to add the subtle facial deformations that occur with almost any expression.
This is looking really nice! Looking forward to more! Hah, I made the comment without having seen the second page of updates. The hair looks very stringy to me...just kinda...odd. Not sure if its just fibermesh going crazy or you have actual cards but its not reading like hair. I think you need to clump your strands more like hair would naturally do. The only time hair would get that way is maybe on more afro/dread like styles and Clem doesn't really have that. For the dirt, it looks very thrown on and the placement doesn't make sense. For wear and tear (inc dirt) you really want to pick your spots and add them where they make the most sense. dirt would accumulate towards the ends of sleeves or the bottom of the jacket as well as in crevices, etc. wear would occur where fabric would rub against each other or other garment pieces or towards the hands where you get the most contact. I would gather a lot of ref to make sure the wear itself looks correct per material...leather wears differently then cloth, etc. the base sculpts and the bakes seem pretty solid but the texturing needs work. For her head, I would ease up on the cuts and blood unless you plan on altering her expression to match. Might be cool to give her like one open wound but the rest are healed scars. Adding expression gets tricky unless you plan on revisiting the sculpt to add the subtle facial deformations that occur with almost any expression.
Thank you for the kind words, and for the suggestions! Appreciated it! Yeah, since having substance painter ease my texturing workflow, i developed a bad habit of just slapping some smart material in it and calling it done. IT IS an obvious flaw, of course, as some senior like you guys could've spotted it.
I usually added more touch on the texturing after i've done retopo-ing everything. This is all just to show off the bakes and an initial texture color for presentation. But sometimes, in the end, if i ever got bored, i'll just go 'eh, it looks good enough' and decided to not going further on the textures. I'll try to revisit them this time..maybe..idk
For the hair, yeah its a hair and fur menace, just to show the shape and volume of what i was going for, instead of being bald (she actually looks fine being bald). No hair cards yet. And for the scar, theres actually a healed scar right above her eyebrow, under her right eye, and just to the right of her mouth. The fresh and open one are only around her upper lips.
For the expression, let me see if i can do it by just moving aroung the vertices a little bit. If not, yeah, i could go back and add some subtle expression.
Finished retopoing them all. Some base texture to show off where im going. Just needed one more prop, a bag with with a ripped and torn version of her signature hat. The idea that her hat was no longer possible for her to use, and she tied it to her bag as a reminder. After that the hair cards, and then overall texture tweak..
Been busy with work,....and Sekiro . A little update. Been working on the bag sculpt, and her alpha hair. Here's the first pass on her hair. Still needed more refinement, looks ugly and doesnt mesh really well. Any advice are welcomed, especially on her hair. Its still pretty light on the polycount. I'm targeting around 10k for the hair (is it over kill?), and so far for the base it took only 1.5k tris.
Replies
Especially the jeans and jacket. Looking forward to see the textured thing!
Thank you! Can't wait to get into texturing myself. Going to go all out into it!
Nice progress!
however I do feel like the clothing fold definitly do need a bit more work, especially on the legs and on the bag.
I think the legs are very thin and shapeless at the moment, adding a bit more curves and forms to her leg, so they feel a bit less like long sticks. I know she is ''skinny'' but even skinny legs have some curves and shape to them. Also the way you sculpted the clothes makes it looks a bit more like soft cotton than jeans, the straps on the legs don't have any depth to them at the moment.
Do you have a reference for the bag ? right now it jus looks extremely folder all over like a sagging fabric bag, however it does keep its shape quite well which makes the intensity of the fold looks a bit odd to me.
Anyway I hope this make sens and I'm enjoying following the progress on this keep up the good work!
Thank you for the suggestion!
I'll keep body shape in mind, will revisit the proportion to accentuate the silhouette. Totally agree with you on that one, as i feel like it looks too plain on the legs. Will revisit the folds as well.
Yes, i uses references for everything. It looks sagging because the references i used is an empty bag actually, haha, stupid me . And forgot to play around with the main shape, so it looks weirdly boxy, while everything is saggy.
Those bag folds is a quick early work, so nothing of value was lost, totally redoing those based on your input. Will search more ref on how stuff inside the bag will affect the shape, making it more realistic.
Thanks for the feedback, very helpful and i appreciated it!
Fan of your work, by the way. Been waiting for your Shiva to be posed for presentation.
A quick new short hair for Clem, and updated detail of her face. Felt like a drastic change, am afraid to lose the likeness without her usual hair and hat....
A bit updated look on her face, hair, and cloth. I'll be using alpha cards for the final hair, this is just to show where i'm going with my version of older Clem.
Long time no update. Been busy with work schedule. Updated her looks, and finished lowpoly of her head. Hair, eyelashes, and eye is just a placeholder for now, just to see how she look.
Getting there
There's still a lot of improvement to be made. Just now i made some scar and fresh wound for her face.
Small update. Have to do knife and backpack next
A better presentation with a better lightning. Hairs are just a shitty high poly mock up using 3dsmax hair and fur
Yeah, since having substance painter ease my texturing workflow, i developed a bad habit of just slapping some smart material in it and calling it done. IT IS an obvious flaw, of course, as some senior like you guys could've spotted it.
I usually added more touch on the texturing after i've done retopo-ing everything. This is all just to show off the bakes and an initial texture color for presentation. But sometimes, in the end, if i ever got bored, i'll just go 'eh, it looks good enough' and decided to not going further on the textures. I'll try to revisit them this time..maybe..idk
For the hair, yeah its a hair and fur menace, just to show the shape and volume of what i was going for, instead of being bald (she actually looks fine being bald). No hair cards yet. And for the scar, theres actually a healed scar right above her eyebrow, under her right eye, and just to the right of her mouth. The fresh and open one are only around her upper lips.
For the expression, let me see if i can do it by just moving aroung the vertices a little bit. If not, yeah, i could go back and add some subtle expression.
Just needed one more prop, a bag with with a ripped and torn version of her signature hat. The idea that her hat was no longer possible for her to use, and she tied it to her bag as a reminder.
After that the hair cards, and then overall texture tweak..
A little update. Been working on the bag sculpt, and her alpha hair. Here's the first pass on her hair. Still needed more refinement, looks ugly and doesnt mesh really well. Any advice are welcomed, especially on her hair. Its still pretty light on the polycount. I'm targeting around 10k for the hair (is it over kill?), and so far for the base it took only 1.5k tris.