So the outfit is essentially done! I am going to go back and do another anatomy pass and skin detail pass and the sculpt should pretty much be complete.
Looking great, I'm just wondering if there should maybe be slightly more bulge outwards of the flesh at the clothing borders? The shorts and straps look quite tight so showing some compression on the skin there might help..
Amazing artwork but I wish you would have pushed the redesign more. kind of feels like your usual slutty girl with a jacket on but the skill here is ridiculous
Looking great, I'm just wondering if there should maybe be slightly more bulge outwards of the flesh at the clothing borders? The shorts and straps look quite tight so showing some compression on the skin there might help..
I totally agree but my plan is to make her low poly fairly customizable. I want to basically bake a nude version and have most of her outfit on top. I suppose I could bake several versions with compression. we'll see but I appreciate the feedback!
Amazing artwork but I wish you would have pushed the redesign more. kind of feels like your usual slutty girl with a jacket on but the skill here is ridiculous
Hah my design skills are not great I must admit. I wanted to avoid a slutty look but still have sex appeal but maybe this is still too gratuitous? In any case thanks for the feedback!
As i said on twitter, this is sweeeeeeeet! Love the attention to detail, looking forward to seeing the textures. Also I wouldn't say she looks slutty at all, i'm actually a big fan of the design. With the level of detail you've added it feels very grounded and real.
Just a general pipeline question: Are you going to open her mouth just a tad more around the corners, to have a cleaner bake? Because from my experience, I'll get those nasty artifacts on the intersection between the upper and lower lips. Especially if the mouth is completely closed.
Nowadays my plan is to make "Uncharted 4 mesh density" retopology for the head of my characters, to have a lot easier cage adjustment, and leave the mouth just slightly open on the sculpt to have very clean bakes (For example, besides the obvious normal maps, even ambient occlusion doesn't get that sharp, pitch black transition from the lips to the mouth cavity. With the mouth slightly open, it's has more smoother falloff now). I guess when posing the character for the presentation, I'll just close the mouth manually.
Just a general pipeline question: Are you going to open her mouth just a tad more around the corners, to have a cleaner bake? Because from my experience, I'll get those nasty artifacts on the intersection between the upper and lower lips. Especially if the mouth is completely closed.
Nowadays my plan is to make "Uncharted 4 mesh density" retopology for the head of my characters, to have a lot easier cage adjustment, and leave the mouth just slightly open on the sculpt to have very clean bakes (For example, besides the obvious normal maps, even ambient occlusion doesn't get that sharp, pitch black transition from the lips to the mouth cavity. With the mouth slightly open, it's has more smoother falloff now). I guess when posing the character for the presentation, I'll just close the mouth manually.
To be honest, I never really do that although it makes sense to. I just bake as is and clean up my maps accordingly...mainly because I know I'm not posing the mouth for my final presentation. In a game setting where you need maximum efficiency, that would definitely be the way to go.
To be honest, I never really do that although it makes sense to. I just bake as is and clean up my maps accordingly...mainly because I know I'm not posing the mouth for my final presentation. In a game setting where you need maximum efficiency, that would definitely be the way to go.
Well, I guess that's fine for personal stuff, and you're already having a lot under your belt, so I think you can take it easier that way. (; For me, I'll have a lot to prove for future employers that I can work with the rigging and animation pipeline further in mind.
At the moment I'm having a semi big personal fan art animation project where I will be working with two animators, and one of them is also a rigger - so in my case the mouth area is more important the way I described (This technique originally influenced me from the The Last of Us' rigging pipeline). Also, I can't stand fixing some projection errors, which could be avoided with a little effort. Much more enjoyable working with clean stuff. But, your purpose of working like you do now is completely understadable, for sure. Keep going! She's shaping up neatly.
Can't wait to see the low version with all those maps. Infact I was searching about textures and workflows and I found your Substance Painter .pdf about flow maps it is very useful but that brush stroke thing can be annoying sometimes. Anyway Do you plan to make it or similar?
Can't wait to see the low version with all those maps. Infact I was searching about textures and workflows and I found your Substance Painter .pdf about flow maps it is very useful but that brush stroke thing can be annoying sometimes. Anyway Do you plan to make it or similar?
Thanks you.
Thanks! Are you asking if I am going to make a flow map? I'm not sure yet. If you have nice hires textures and a lot of polys, it seems unnecessary at times. I will probably decide once I've done the hair in marmoset. At work, it makes a huge difference on our hairs in game so we are definitely using them there. I will undoubtedly be using Substance Painter on most of my low poly for wonder woman. I may do the skin projecting in mudbox though.
Yeah that's what I was asking for and I see your point, I'm just trying to understand more about this workflow as I am studying Painter. I don't see much difference between Marmoset and other engines nowadays and that's good I guess. Thank you I am looking forward to this
Staggering level of detail man, love it. Looking at it again part of me thinks the nips would be half peeking out from under that smaller top? :winky: Are these BPR renders btw or keyshot/etc?
@tda: you could be right about the nips lol. these are all BPR renders, no keyshot. I plan on doing some keyshot renders after I finish the low poly pass.
The only thing bugging me are those 'horizontal lines' that appear around her body. Like her vest, and her torso armor padded thing. It makes her appear... stumpy to me...
The level of the details is insanely good :P Love it.
Fair enough. The backpack straps wouldn't make sense curved. They should be pulled taut and straight IMO. The bottom of the vest I can see your point but it's an aesthetic opinion and I prefer how it is now. Thanks for the suggestions though!
Wow this is really well done, can't wait to see the final textured model ! Just a detail, this area is really cool in term of design, and I don't know how soft is this part but if it's like a metal border she will really hurt herself is she leans forward ahah Otherwise your model is really cool ! Keep it up !
this is amazeballs. loving her face. My input would be that here bare-legs are not fitting the design over all. but that's just personal preference I guess.
DAMN!! I was wondering when the next update would be. Definitely worth the wait Can't wait for more! It's a bit hard to tell in the image, but did you bake the ropes down? Or will you deal with that purely through textures?
Mehran Khan: Thanks! Yea the legs have varied opinion but I went with my gut. CrazyMoon: Thanks man. Yea the ropes are baked down...should be more apparent once i texture them! @tda : thanks!
I'm doing the skin mainly in photoshop. I do plan on going into substance painter to paint out the seams. I will be texturing the rest of her outfit in painter.
Replies
but the skill here is ridiculous
Just a general pipeline question: Are you going to open her mouth just a tad more around the corners, to have a cleaner bake? Because from my experience, I'll get those nasty artifacts on the intersection between the upper and lower lips. Especially if the mouth is completely closed.
Nowadays my plan is to make "Uncharted 4 mesh density" retopology for the head of my characters, to have a lot easier cage adjustment, and leave the mouth just slightly open on the sculpt to have very clean bakes (For example, besides the obvious normal maps, even ambient occlusion doesn't get that sharp, pitch black transition from the lips to the mouth cavity. With the mouth slightly open, it's has more smoother falloff now). I guess when posing the character for the presentation, I'll just close the mouth manually.
At the moment I'm having a semi big personal fan art animation project where I will be working with two animators, and one of them is also a rigger - so in my case the mouth area is more important the way I described (This technique originally influenced me from the The Last of Us' rigging pipeline). Also, I can't stand fixing some projection errors, which could be avoided with a little effort. Much more enjoyable working with clean stuff. But, your purpose of working like you do now is completely understadable, for sure. Keep going! She's shaping up neatly.
Are these BPR renders btw or keyshot/etc?
high quality!
@tda: you could be right about the nips lol. these are all BPR renders, no keyshot. I plan on doing some keyshot renders after I finish the low poly pass.
The level of the details is insanely good :P Love it.
Personally I'd prefer those lines curved, or at an angle (U, or V shape) instead.
Just a detail, this area is really cool in term of design, and I don't know how soft is this part but if it's like a metal border she will really hurt herself is she leans forward ahah Otherwise your model is really cool ! Keep it up !
CrazyMoon: Thanks man. Yea the ropes are baked down...should be more apparent once i texture them!
@tda : thanks!
Started texturing the head!