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Working on my 1st character

polycounter lvl 5
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lucak polycounter lvl 5
Hello polycounters.I'm working on my first character and corrently modeling it on zbrush

GdHdjol.png

since it is my first time doing a full character I know it will have anatomy wrong so I need suggestions and critiques!

The model will be hand painted style based of of real life clothes

Replies

  • skankerzero
    You are correct when you suggest there are anatomy problems.

    Take your hand and try and flatten it out like that. You can't do it because your hands have volume. You need to take a look at your own hands. The palm of your hands, where your thumb meets the palm, the angle the hand comes off the wrist, etc. You should spend more time observing before sculpting.

    Second, she's bowlegged. Her shins go down straight even though they thighs are coming out at a slight angle. When you bring her thighs together there will be an awkward gap between her knees.

    Those are the first two that jump to mind when I look at it. There are still many more problems in the face but I'm on limited time at the moment.

    I'd be interested in seeing other angles of the character, especially a side view.

    My suggestion to you is to take some time and sculpt various parts of the body before jumping into a full character.
  • felicitousArtisan
    Could you maybe show us what 2D image you've been using as reference here? If you haven't been using one, you've done pretty well, but I'd really recommend using one because there are some proportion issues with this, like her body being too long which makes her arms proportionally too short (wrist should be level with the crotch when hands are by sides as a general rule).
    The anatomical base mesh is really important to have down before you start putting clothes on top of it.
  • skodone
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    skodone polycounter lvl 2
  • lucak
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    lucak polycounter lvl 5
    You are correct when you suggest there are anatomy problems.

    Take your hand and try and flatten it out like that. You can't do it because your hands have volume. You need to take a look at your own hands. The palm of your hands, where your thumb meets the palm, the angle the hand comes off the wrist, etc. You should spend more time observing before sculpting.

    Second, she's bowlegged. Her shins go down straight even though they thighs are coming out at a slight angle. When you bring her thighs together there will be an awkward gap between her knees.

    Those are the first two that jump to mind when I look at it. There are still many more problems in the face but I'm on limited time at the moment.

    I'd be interested in seeing other angles of the character, especially a side view.

    My suggestion to you is to take some time and sculpt various parts of the body before jumping into a full character.

    Iforgot to say that the hands are not made sculpted yet :c but thanks a lot for the info, I will try to change the fix the legs and I know the face needs a lot of work as well :)
  • lucak
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    lucak polycounter lvl 5
    Could you maybe show us what 2D image you've been using as reference here? If you haven't been using one, you've done pretty well, but I'd really recommend using one because there are some proportion issues with this, like her body being too long which makes her arms proportionally too short (wrist should be level with the crotch when hands are by sides as a general rule).
    The anatomical base mesh is really important to have down before you start putting clothes on top of it.

    I actually used diferent references when I was modeling it but could never find an exact reference for the size that I wanted
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