Hi people!
This time I took someone else's design, because I found it works better for me. And no realism, stylized stuff is just more fun! I'm mainly doing this piece for a texture practice, but I want a nice model too, not skipping any steps.
Comments, critique, overpaints, everything's very much welcomed ;]
Replies
AsaNYC, face is probably the hardest part to match and achieve likeness from a single drawing. I'll try! Thanks a bunch ;]
BradMyers82, it does seem proportions were the big thing to fix all over. I went at it, thanks for the feedback, much appreciated.
I went over everything, will be doing that once again for a clean up pass, while also adding some details where necessary.
I was thinking of doing a low res game version of this, but I'll go for something higher res that could be used for, say, a short film, instead.
C&C most welcome ;]
For now, here's something. I just tried out Kurt Papstein's zbrush material that I got.
Personally, I prefer the bulky forms found in the concept and think your model is missing this blistered quality. Comparing the sneaker silhouettes is a great example. I think trying to capture that effect in your model would give it a greater likeness to the concept.
I think you should continue the curve of her boob from nipple-line to rib, I don't think making it a flat plane looks very pleasing. It's hard to say from the concept, noting her arm covers that part in the drawing.
I don't think your interpretation of the belly cloth works very well. I liked the chunky twisting forms from the concept. It's tough to make sense of. I think I would try to find a resolution that keeps the visual language there. It looks sort of like large folds of cloth tied in a lose netting pattern. I would make it attached to her underwear and continue it around her back as well. Sort of like those swimming suits with a cloth net layer stitched over-top it.
Regardless, very nice execution of the concept, nice work.
Again, thank you for stopping by. I appreciate the feedback.
Here's what I will call a finished piece.
From my personal experience, it's safe to expect these types of change requests from time to time, even with a live asset. Keeping your composure will only benefit you.
What you'd have to do is roll up your sleeves and try and mitigate as much impact as possible with each adjustment.
In this case, you'd re-sculpt the requested areas, create the low poly mesh, fit the UVs to the empty space the old UVs occupied, rebake your maps and drop them into the PSD.
Thinking ahead, developing and utilizing non-destructive workflows in every phase will allow this type of flexibility while you work.
Killnpc, so pretty much what I was afraid of, haha. I'll see what I can do to improve my pipeline, I tend to get real messy when working on personal projects. Thank you for taking the time to share the knowledge. It's an environment for me next ;]
HERE's a link to my Artstation, where you can check this one out in marmoset viewer!