You should post a link to the concept. That would help people give you guidance. No idea if hotlinking is allowed but here goes:
I like the back view of your model. The pelvic mound area is kind of distracting atm and I think that has to do with the naked bits either side of the pantie crotch. The concept has less covering but it seems to work because it is in harmony with the character. The base figure has a rhythm that ties it together. Its expressive and you chose a really nice concept. The costume is more coordinated in the concept and has bigger more expressive details that add to the visual flow. You have done a fine job of modeling parts but the smaller details look finicky and lack power. The colour palette of the concept is also stronger and makes the figure more a single entity.
The physical attributes of the character you have modeled are a bit under whelming and could use more character to help her communicate.
Hope this helps.
Cheers
Dang I think I got the wrong one! Curse you google search.
Is this it?
I think it is. Anyhow check out the power of the figure! Kind of bangarang Very heroic, small head small hands, huge pelvic area, nice colour palette. Here the abdominal part of the costume ties over with the pelvic part but it is more like you have it. Maybe experimenting with base figures (if you have a sculpt application) would help as well.
thanks kanga the feedback was really helpful. And yeah grubber lol i think im gonna widen her one suit thing so shes a little more covered up.
So far I've done some detailing on the armor, still have to fix some shadow problems coming from the normal map. Also i gave her some pouches.
I also went and opened up her mouth and and hopefully fixed her face a little.
old
new
next i plan on fixing up her waist area and im trying to decide what kinda weapon i wanna give her. maybe a claymore or shield and spear
Her neck seems to be wider for a female character. I would say to work on her nose as well. Those are the only 2 things that I think stands out as not feminine.
Everyone does the teeth showing thing nowadays so it's not really that special. Work on making the mouth appealing on its own first, then crack them open a bit to show the teeth.
If you're going to hack a character that's half-naked, you have to make sure your underlying anatomical forms are accurate, flow well, and are attractive.
What's there now seems tube-like. Fit women, or women with a healthy amount of fat layers, still have defined forms in the areas you show.
The hair needs to be thickened and styled. It's set too close to the head, and there's not enough of it to seem like a head full of hair, instead of a single layer of polys in a sheet.
Be aware of where the knees are and how they bend. The armor looks like she couldn't bend her knees.
Before doing anything else on this character you should fix her face. I made a paintover because a picture is worth a thousand words.
Basicaly her face is lacking bone and muscle foundation. That's what the third picture is refering to. Check "face planes" on google and you'll understand what I mean.
There were some proportions issues too, like eyes, ears and nose too big, mouth too small, wrong shape of the skull and jaw.
If you want more help on the face you should post a 3/4 and side view. Because with just a front view we can't point out all the anatomical flaws.
Thanks everyone for the feedback its really helping a ton. Popol the paint over is gonna be really helpful when i go back to the face again.
Here's the 3/4 and side view of the face. the side view makes me sad cause the back of the skull is so bad i didn't really work on it cause it wasn't gonna be seen in the final renders.
here's the ruff sculpt of the hair i did I'm basing my hair planes on. still working on trying to match it. have to make the braids into hairplanes.
been busy lately, but here's the latest. Worked the body and face over and cleaned up the polypaint. Though now I'm having a weird error. I want to export my lowest subdivision of the body out to 3dcoat for uving, and then import it back in. but every time it imports back in it doesn't keep the subdivision levels. Soo that's annoying.
old body
New body
new polypaint with armor
I think I'll uv the lowest subdivision level, export it and the high poly version and then bake the texture through xnormal.
Also I might make her a blonde, I think it makes her look more innocent which goes with her soft features.
Thanks lapis and kanga, I feel like I'm learning a ton from this project. I think I'm done with setting up her materials and textures now i just need to pose her.
dang making chars are hard, so many maps. I'm looking through a couple tutorials right now on anisotropic maps and painting directional maps. Is there like a good step by step tutorial for dummys, all this is going above my head.
I dont know if your aim is to make a hirez char or a game one. If it game just make a decent lowpoly cage and use xnormal and ddo to create all the maps you need. That wont take your work to the next level though. You need to throw off all the armor and practice figures. You have a good feeling for form you just need to hammer on it for a while. All the armor in the world wont give you the feel you are going to be able to create if your base figures are killer
I decided to update this characters body and hair. I decided not to work on the armor cause it wasn't as bad and I really want to start a new char before I lose motivation.
Replies
I like the back view of your model. The pelvic mound area is kind of distracting atm and I think that has to do with the naked bits either side of the pantie crotch. The concept has less covering but it seems to work because it is in harmony with the character. The base figure has a rhythm that ties it together. Its expressive and you chose a really nice concept. The costume is more coordinated in the concept and has bigger more expressive details that add to the visual flow. You have done a fine job of modeling parts but the smaller details look finicky and lack power. The colour palette of the concept is also stronger and makes the figure more a single entity.
The physical attributes of the character you have modeled are a bit under whelming and could use more character to help her communicate.
Hope this helps.
Cheers
Dang I think I got the wrong one! Curse you google search.
Is this it?
I think it is. Anyhow check out the power of the figure! Kind of bangarang Very heroic, small head small hands, huge pelvic area, nice colour palette. Here the abdominal part of the costume ties over with the pelvic part but it is more like you have it. Maybe experimenting with base figures (if you have a sculpt application) would help as well.
So far I've done some detailing on the armor, still have to fix some shadow problems coming from the normal map. Also i gave her some pouches.
I also went and opened up her mouth and and hopefully fixed her face a little.
old
new
next i plan on fixing up her waist area and im trying to decide what kinda weapon i wanna give her. maybe a claymore or shield and spear
If you're going to hack a character that's half-naked, you have to make sure your underlying anatomical forms are accurate, flow well, and are attractive.
What's there now seems tube-like. Fit women, or women with a healthy amount of fat layers, still have defined forms in the areas you show.
The hair needs to be thickened and styled. It's set too close to the head, and there's not enough of it to seem like a head full of hair, instead of a single layer of polys in a sheet.
Be aware of where the knees are and how they bend. The armor looks like she couldn't bend her knees.
Basicaly her face is lacking bone and muscle foundation. That's what the third picture is refering to. Check "face planes" on google and you'll understand what I mean.
There were some proportions issues too, like eyes, ears and nose too big, mouth too small, wrong shape of the skull and jaw.
If you want more help on the face you should post a 3/4 and side view. Because with just a front view we can't point out all the anatomical flaws.
Hope that helps.
Here's the 3/4 and side view of the face. the side view makes me sad cause the back of the skull is so bad i didn't really work on it cause it wasn't gonna be seen in the final renders.
here's the ruff sculpt of the hair i did I'm basing my hair planes on. still working on trying to match it. have to make the braids into hairplanes.
heres what my hairplanes look like right now
thanks everyone for the awesome feedback
old body
New body
new polypaint with armor
I think I'll uv the lowest subdivision level, export it and the high poly version and then bake the texture through xnormal.
Also I might make her a blonde, I think it makes her look more innocent which goes with her soft features.
Great work!
Any last critiques would be appreciated.
found this and think its nice:
http://www.poopinmymouth.com/process/hair_tutorial/ng_hair.html
and alos
http://www.polycount.com/forum/showthread.php?t=98983
https://www.artstation.com/artwork/rv2xe and there's a link to the marmoset viewer