Sorry for poor modeling, but im still a newbie to this.
Its my approach at making 3d character stylised for 2d cellshaded videogame.
Long way to go, so crits are very appretiated.
Yeah i have to redo whole hair to fit it more into the style.
Here you can see the mess of a mesh on the head:
About the colors - not really as the concept is more of quick draft, while i want the model to be very cell shady stylised, so more of a flat colors here and working on shadows and lights.
Do you know any good way to handle the hair so its more of meshy then alot of single meshes?
I think the hair could be done quite easily in Zbrush and then retopologized, that is, if you have used it before.
Yes, and no. Blender (which i use) has some nice sculpting features, but i said to myself that i want to make this from start to end modeled only - meaning no sculpting and stuff. Thats the only reason why im loooking for best ways to do this traditionally.
Hey, nice start.
If you're really committed to poly-modeling the hair, keep in mind that cards are an option. Whether or not to use cards depends on art style and engine/render limitations, but it might be worth looking into.
If you decide to poly-model hair spikes, I recommend starting with the most important shapes first, rather than trying to do everything at once.
I would start by making a shell in the general shape you want the hair to be. You don't want to model every single spike of hair, just the ones which really stand out. So make this shell first, and then modify the shell as-needed to make your spikes.
Look at your concept art front image. There are 2-3 large spikes of hair which feature prominantly on top. These are your most important parts. They define the silhouette. Add these to the shell first. Zoom out and rotate around your model to make sure you like the overall shape and feel. Once you're generally happy, move on to detailing.
Thanks for big crit on my job
To be honest end effect will be rendered sprites, so no realtime rendering, but i want to get close to real cell shaded sprite feel and what i got so far feels very 3d. Ill try to make the hair more shell based
Hey, nice start.
If you're really committed to poly-modeling the hair, keep in mind that cards are an option. Whether or not to use cards depends on art style and engine/render limitations, but it might be worth looking into.
If you decide to poly-model hair spikes, I recommend starting with the most important shapes first, rather than trying to do everything at once.
I would start by making a shell in the general shape you want the hair to be. You don't want to model every single spike of hair, just the ones which really stand out. So make this shell first, and then modify the shell as-needed to make your spikes.
Look at your concept art front image. There are 2-3 large spikes of hair which feature prominantly on top. These are your most important parts. They define the silhouette. Add these to the shell first. Zoom out and rotate around your model to make sure you like the overall shape and feel. Once you're generally happy, move on to detailing.
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Otherwise, looks pretty good!
Have you tried painting in the warm undertones from the concept into the texture?
Here you can see the mess of a mesh on the head:
About the colors - not really as the concept is more of quick draft, while i want the model to be very cell shady stylised, so more of a flat colors here and working on shadows and lights.
Do you know any good way to handle the hair so its more of meshy then alot of single meshes?
Original rought concept:
Yes, and no. Blender (which i use) has some nice sculpting features, but i said to myself that i want to make this from start to end modeled only - meaning no sculpting and stuff. Thats the only reason why im loooking for best ways to do this traditionally.
If you're really committed to poly-modeling the hair, keep in mind that cards are an option. Whether or not to use cards depends on art style and engine/render limitations, but it might be worth looking into.
If you decide to poly-model hair spikes, I recommend starting with the most important shapes first, rather than trying to do everything at once.
I would start by making a shell in the general shape you want the hair to be. You don't want to model every single spike of hair, just the ones which really stand out. So make this shell first, and then modify the shell as-needed to make your spikes.
Look at your concept art front image. There are 2-3 large spikes of hair which feature prominantly on top. These are your most important parts. They define the silhouette. Add these to the shell first. Zoom out and rotate around your model to make sure you like the overall shape and feel. Once you're generally happy, move on to detailing.
To be honest end effect will be rendered sprites, so no realtime rendering, but i want to get close to real cell shaded sprite feel and what i got so far feels very 3d. Ill try to make the hair more shell based
Looks rly good though. Love the style.
I'm still not satisfied