UPDATE 4.5.2016:
https://www.artstation.com/artwork/aL5OXUPDATE 2.4.2016:
Alright, time to start a thread for my current character project, Clementine, from Telltale Games' "The Walking Dead" game series. She is going to be after the events of season two, a little bit older. Around 14-years-old.
I'm aiming for stylized style, but
not a comic style with outlines, like the original. The final look isn't going to be the exactly like her, but very identifiable though.
For the outfit I'm still following the original Season Two outfit, created by Steve Moore:
I've been thinking of creating her with the full hair and rolled up sleeves AND with the iconic hat. So, two versions; with and without the hat, just by deleting some polygons from the hair under the hat in the final low poly.
Here is the current anatomy process. Just trying to nail the basic anatomy down before proceeding to clothing, hair and other stuff. Extra objects will be a hammer as a weapon for her, and her backpack. But that's after the character is done first.
Still, I'm always sceptical with my anatomy, even though in this kind of project it doesn't need to be so detailed, for the sake of the end result. Because she's underaged and going have clothes after all. But anatomy, yeah... important nonetheless.
All kinds of critiques and comment are welcome, because I'm still tweaking the anatomy a lot, because I feel I'm far away from the satified level with this.
Replies
I agree that anatomy is important, but its actually a touchy subject (due to the age) which I haven't thought about. I mean, you probably shouldn't be looking up reference on the internet, you'll wind up like that subway guy. lol.
It might be difficult to get crits here, but anyway I think it is a cool character to tackle based on the concept art.
Just look at the original concept art that you have as your reference and cover up the head with your hand, and you can't tell whether it is a boy or girl at all from body shape. That should be what you're aiming for.
Anyway, now that I've finished her basic overall anatomy, I finally moved on to the hair sculpting... which is so friggin' hard.
I find it amusing that some beginners here in Polycount are a lot better with making the hair than anatomy in the first place...
My problem is that I'm trying to find the right flow for it. The original hair is kinda messy, but still looking convincingly good. Trying to find how the hair is starting from the front, going behind the ear, and where the pulling starts for the tied up stumps on the back, and so on...
I've started from this dynamesh base a couple of times, but it always gets logically wrong. So, the natural and logical flow for hair strands would be the key for this. Kind of stuck for now. Those "sideburns" are also hard, because it's not actually the hair from the hairline, and it should be more like under the longer strands from the hairline...? So confusing...
* Dozens of MD simulations for clothing -> failure
* Sculpting clothes by hand in ZBrush (the classic way...) -> seems like it's going to be success
(But I still need to study wrinkles and folds a bit more, so maybe I'll copy straight from a good reference)
* Sculpting or using cards for hair -> failure, it was painfully hard for me
* Creating hair using bezier curves in Blender and converting it to dynamesh in ZBrush -> a decent success... but LAZY, because hat is covering the rest of it. :P
...and here's the result.
Check her out from here, from the Marmoset Viewer:
https://www.artstation.com/artwork/aL5OX
But now, time to work on my next character project, which will be realistic and I finally add Substance Designer for my workflow.
Anyway, next character will be many times better. (;
I could say that my weaknesses are:
- I can't draw
- I'm very bad at design (pretty much always needing a complete concept art or tons of references from many angles as possible)
- Still quite inexperienced with PBR texturing and texturing in general
- I'm quite slow too
Anatomy is something I'm comfortable with, but still a lot to learn as you guys notified me with those crits.
My strengths are:
- Anatomy in general
- Modeling, retopo and animation friendly topology
- UVs and baking
Likewise, I think darkening and perhaps expanding the outer ring of the iris would also help alleviate that slightly alien appearance you've got now.
Should be pretty quick tweaks that might be worth considering before finally putting this model to bed.