Hey guys! So I'm graduating this Spring 2015, and decided that before this school semester starts I want to create my own thread to get feedback for the personal work I'll be doing outside of school to get my portfolio ready for graduation. I've got most of my hard classes out of the way, and will finally have the time this semester for real personal work! I'm in the early early stages of doing my first head in Zbrush which I want to use for a more realistic character I have planned (any thoughts on direction would be cool though):
Replies
http://www.polycount.com/forum/showthread.php?t=76733
Right now, your bust lacks defined forms and feels lumpy overall. There's no confident definitions of bony landmarks like at the zygomatic arch, or the cheek planes. Study the asaro head, attempt to either recreate or emulate the forms you see their on your existing head.
Taric's proportions seem fine, nothing some scaling post everything can't fix I think. What bothers me is how bad his silhouette looks in terms of noise, there's no gestural focus to it. But that's not your fault, that's exactly how the game model looks.
You need to pose him in a more relaxed A-pose. He's reading really stuff right now and locked elbows and knees will make future riggers sad.
And do not worry about starting in Zbrush, you can go either way, as long as any method works. Personally for me I do a lot of organic blocking out im Zbrush and hard element constructing in Maya just because it serves my future purposes of clean meshes to extract from.
Agree with you about Taric, I'll make him look less stiff. Yeah his silhouette is busy with all those crystals and his armor, maybe I can somehow remedy that...oh actually I had planned on doing the hard surface parts of future models in Max until whenever I decide to try Zbrush hard surface, which probably won't be for awhile haha.
Working on getting those eyes right, and separating those planes.
kosh_fotsirk: Yeah good point, it's becoming a lot clearer since I put the ears in place and have the eyes as a seperate subtool.
I changed a lot since the last update, still have to fix the lips, eyes and the ears some more. Does the jawline look ok or too strong/not blended enough? (I'll probably blend it more near the ear) Happy that I have all the landmarks in place though and I adjusted the anatomy of it. Notably the skull I had was too long, don't know how I didn't see that right away, and the angle of the face was off. Comes with experience though I guess haha. Looking forward to finishing this head soon and moving on to the body!
I've started to change the topology of the face to match, lots of work left with that. Really wanted to get some hair on her to help me frame the face and get a sense of where it's going, so I added in some quick.
Any comments/crits welcome!
As it is roughed out, I would suggest stepping down a few subdivs. I find that more problems arise when you work in high poly right off the bat.
Minus the hands. Separate that, since fingers don't play nice with low dynamesh scaling.
EDI: Internet was slow, didn't see the original image that you're referencing. My mistake.
You're missing bony landmarks like the illiac crest, bottom of the rib cage volume, or other volume landmarks like the mon pubis.
Your T-pose could use more gestural relaxation. It's feeling all stiff, especially with how staight the arms are.
Deltoids are way too squared off, makes her look male.
Breasts are way too round, they look fake. Need to give them a more tear shape, allow gravity to do some work to bring both the nipples and arreolas to a more relaxed, realistic position.
Raise the arms up. Make a future rigger's life slightly more easier. 45 degrees should be the ballpark for an A pose like this.
Easiest way to get broad quick self critique is to roughly match your model/viewport to your ref image, screen shot, into PS and then overlay the ref on top of your screen grab. Use the hide layer eye to flick between them and find where the main issues are
What would be the best way of joining the head to the body without losing the detail I've sculpted? Never done projection or anything, and I guess I'd have to dynamesh to join them together? Want to do that without losing the detail/topology I have.
and here's where the body is now:
Feedback is welcome as always!
I shortened the legs and made her what should be 8 heads tall, not sure if I like her longer legged look bettter though, so any suggestions on what to do with that specifically would be cool! (Unless you guys think it looks better this way!) Also made her head a tad larger, and other smaller changes you can notice from the previous post.
Feedback always welcome! Especially since I've never done hair...
Keep it up.
Hey! Thanks for the suggestions! Made some changes:
Haha it's funny you thought of Hella, she's part of my reference! I'll probably stick with a hair mesh for this sculpt, though I have heard cards can give better results. Yeah I haven't been sticking with the concept too much, for the armor I'll go back to it though.
You might want to thicken the ear edges to make topology a little easier.
Nice progress!
good work on your character so far.
I agree with Brian but I suggest you make some quick changes to her nose wings as well. They transition into the area of the naso-labial furrow too softly. You might also bring the inner canthus of the eye closer to the wing (excuse my shabby paintover):
Seems like that area is ok now
Edit: Actually the nose wing needs to be adjusted like you said, fixing it now!
Deciding on how the armor is going to look exactly.
Will move onto detailing like scratches, bit more filigree, and then can move onto retopo stage! Time to speed things up now that I have time again!
I'm getting ready to retopo after final tweaks. I'm thinking I should tone down the scratches, what do you all think? The hair is placeholder, getting replaced with planes. Feedback very welcome!