This is awesome! My only critique would be the hexagonal patterns. I feel like they're just a little overused. Maybe you can find a pattern that isnt so common and that quick "go to".
@wester : thanks! and dude, I hear ya about the hexagonal pattern but its baked into my normals! I suppose I could go back and re sculpt but I really want to keep moving forward with my texturing. The shorts are pretty much all you see when all the gear is on her so you prob won't even notice the hexagons in the end lol.
Finally wrapped up this project! It took forever but I am very happy to call it done. I will link some of the images but I have more and marmoset viewers on my artstation:
Elithenia: I did a volume based off the sculpt I did of the hair. Then I added hair cards on top to give depth and lost of strand alpha info to make it feel more natural. ArNavart: Thanks! The rope was pretty easy actually. I modeled it in maya and laid out the UVs in a straight line. Then in zbrush, I just tiled an alpha across it using the noise maker.
loving it! the touch with the flyaway hairs, that's a great move. I wouldn't have thought to do that. I'm still struggling with understanding what you mean when you said you "did a volume". Is that supposed to mean that under all those hair cards, there's a solid mesh that you baked your sculpt on to?
Hey man this looks awesome the face looks really good I was wondering how you created the hair and eyebrows. Everytime I attempt to make hair my character looks like he has had a serious addiction on crack for the past 10 years.
loving it! the touch with the flyaway hairs, that's a great move. I wouldn't have thought to do that. I'm still struggling with understanding what you mean when you said you "did a volume". Is that supposed to mean that under all those hair cards, there's a solid mesh that you baked your sculpt on to?
Yes, If you go to my artstation, I have my sculpt renders on there too but I basically sculpted a large volume for the hair. Originally, that was going to be throwaway as I was planning on doing it all with cards. The more I thought about it, it felt easier to have a solid volume as a base so I can could cut down on poly count and have less cards to deal with.
Hey man this looks awesome the face looks really good I was wondering how you created the hair and eyebrows. Everytime I attempt to make hair my character looks like he has had a serious addiction on crack for the past 10 years.
Eyebrows were relatively easy. I created a few cards with 1-3 strands on them and just duplicated, rotated, and adjusted to feel natural. it's not fun persay but always make sure to have a nice large ref image of a real set of eyebrows to try and replicate natural eyebrow flow. The hair was much more difficult. Hair, to me, is the most difficult part depending on what kind of hair you do. I try not to shy away from difficult tasks but long female hair is maybe the hardest. The first step was coming up with a volume and flow that I was happy with. I sort of got this out of the way with the hair that I sculpted. Once that was done, I made a bunch of long hair cards to add more volume and of course flyaways to make it feel more natural at the outer surface. I hope that helps...I may try and do a breakdown of the hair soon!
Dude! your work is so badass! did you use marvellous designer for this and if so could you maybe post an image of how it looked out of marvellous just to get an idea of how far along stuff should be before taking it into zbrush for sculpting?
Wow, I appreciate the kind words NinjaSocks! I actually only used Marvelous for the main portion of the jacket so it's not even worth showing lol. I will say that for the small amount that I used it and from what I've seen from others, you just want to get your main larger folds in Marvelous and then take it into zbrush for cleaning up the main folds, adding memory/compression folds, and then finally seams, secondary and microfolds. I would say marvelous should take you about 65-70% of the way ideally.
Thanks man! that actually helps a ton. Hope i'm not being a pest by asking another question.. I was looking at this quick guide by Oliver Coutson over on artstation and he retopoed the jacket by exporting the flat version out of marvelous and working on the mesh in that flat format, then he stitched the retopoed mesh back together to form the jacket again. Is this typical workflow when retopoing clothes out of marvelous?
You're not being a pest at all! I don't think there's one right way to do things. He just figured out a way that works for him. It does seem like a clean workflow so I might even try it out one of these days!
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I finished the hair textures so I did some renders...yay milestone! On to the outfit!
https://www.artstation.com/artwork/8E506
Very well done!
I see you did a volume for the hair first, but did you use hair cards after that or how did you go about that? Looks amazing!
Elithenia: I did a volume based off the sculpt I did of the hair. Then I added hair cards on top to give depth and lost of strand alpha info to make it feel more natural.
ArNavart: Thanks! The rope was pretty easy actually. I modeled it in maya and laid out the UVs in a straight line. Then in zbrush, I just tiled an alpha across it using the noise maker.
I'm still struggling with understanding what you mean when you said you "did a volume". Is that supposed to mean that under all those hair cards, there's a solid mesh that you baked your sculpt on to?