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Halloween Akali

polycounter lvl 4
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WindchILL polycounter lvl 4
Hey everyone! Since the beginning of this month I've been trying to push myself to make this as a personal project for Halloween:

iuDHq3n.jpg

I've never really completed a character before so this is a challenge for me, here's what I have so far:

4JSFOth.jpg

Any feedback would be appreciated! Especially for hair sculpting techniques, and how akali's mask wraps around her head cuz I can't seem to figure out how it goes around her head yet her hair is all over the place >.<

edit: I'm aiming for a stylized fantasy look, not quite like the proportions you find in League
FinalFantasyXIVLightningCrossover-1.jpg

Replies

  • Texelion
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    Texelion polycounter lvl 8
    Nice concept choice.

    But your sculpt looks way too much "approximative", I mean, it looks like you're vaguely trying to get some shapes from memory instead of using references and modelizing something that could be real, even if the character is not real.

    First you should get a good body with good anatomy, and build the costume on top of that. Don't try to reproduce the concept "as is" but try to give each piece some style by looking at other references. For this kind of character, girls in cosplay could be a good idea. Not only cosplays of this character, but cosplays in general. so you can see hom a fictional 2D character would be adapted in 3D.

    Also, try using Zremesher to get something clean instead of this blobby dynamesh, and work in low resolution/subdiv first.

    You can easily find hair tutorials on the web, here is one for example :

    http://cg-sammu.deviantart.com/art/RWBY-Yang-Xiao-Long-Hair-Sculpting-Tutorial-517423768
  • WindchILL
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    WindchILL polycounter lvl 4
    Texelion wrote: »
    Nice concept choice.

    But your sculpt looks way too much "approximative", I mean, it looks like you're vaguely trying to get some shapes from memory instead of using references and modelizing something that could be real, even if the character is not real.

    First you should get a good body with good anatomy, and build the costume on top of that. Don't try to reproduce the concept "as is" but try to give each piece some style by looking at other references. For this kind of character, girls in cosplay could be a good idea. Not only cosplays of this character, but cosplays in general. so you can see hom a fictional 2D character would be adapted in 3D.

    Also, try using Zremesher to get something clean instead of this blobby dynamesh, and work in low resolution/subdiv first.

    You can easily find hair tutorials on the web, here is one for example :

    http://cg-sammu.deviantart.com/art/RWBY-Yang-Xiao-Long-Hair-Sculpting-Tutorial-517423768


    How do you mean? Like exaggerated proportions you see in anime? And the Zremesher is a good call, I'll see what I can do with that. Is it better to use Zremesher and subdivide for more detail once the general form is down, or increase dynamesh as you go? Cuz I've been doing the latter
  • WindchILL
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    WindchILL polycounter lvl 4
    Most important thing is that your character pose looks stiff and tooo straight. When looking at references look for curves like the ones in gesture drawings. You'll see what i mean.

    Boots, clothes and accessories feels too toy-like unless that's the style you're going for.

    I was planning to pose the character in zbrush once I get the final look down. How do the clothes look toylike? I was trying to go for a stylized fantasy look, not replicate the materials realistically
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    It's looking toylike because of how stiff the Tpose is.

    For reference, it reminds me of the early Star Wars acton figures. Locked knees, straight as stick arms and legs.

    original.jpg

    What you really want, and what feel better for a Tpose in game art is something like this:

    214_tid_image_03_female_pose.jpg

    Get the proportions, gesture of the forms, and the way the volume and silhouette feels down before continuing. No amount of texturing in a particular style is going to save bad anatomy.

    Ditto on starting with better base anatomy. You're missing a lot of anatomical features like the collar bone, defined hands (they're reading lumpy right now), the way the breasts insert into the chest, and really defining the hips, waist, and giving a tad more definition to the rib cage.
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