Hello folks,
I started a new project because I want to train my hardsurface skills and the hole process of creating a character to get better!
This is the awesome concept that I use. ( not mine )
I want to realize it a bit more realistic than in the concept.
Here are one of my first WIP
C&C are always welcome!
Replies
Some more progress for now .
Consider that I want to realize it a little more realistic
Okay how can I improve her ???
Ideal proportions are usually around 8 heads tall, so I tried measuring out the character to see if things lined up. I think you might want to try changing up her height a little bit? She's currently at exactly 7 heads if I'm seeing things right.
Hopefully this helps, and I really hope you keep pushing things further!
Your both damn right the Proportion was a bit off .
If you have more tipps for me I would be very thankful
Then, take the time to do a 2d image showing exactly the visual style you are going for. If not you'll end up having to improvise changes in 3d and that always amounts to a waste of time and effort.
the only thing I want to change is the face ( not that comic/manga like) and the rough proportions of the human body, but the rest I try to achieve like in the concept
How would you start with a character like that ? Because I waste much time with the creation of the different parts What would you say I should do now to get better with my next steps.?
sry for my bad english
This is a very common mistake, but thankfully enough it is very easy to address by focusing on preparation as opposed to jumping straight to modeling.
I tried to follow your advice and made some overpaint for things that I want to realize .
here is the current WIP
if the thumb is supposed to be practical, which I'd personally prefer i would suggest that you rotate it inwards a tad to it can rotate properly.
You also totally right with the thumb, I rotated the finger a bit so it really makes more sense! little change, big impact.
Here is a new WIP;
- changed thumb
- added shoes
next steps;
- hair
- adjust everything
- start lowpoly
I´am also a bit afraid of making the lowpoly, because I will need much time for it. I usally create every lp in 3D Coat because it`s very easy and comfortable.
Do anyone have a tip for me how I can be a bit faster with it. ?
thanks for your feedback I also thought that ! Now everything is implemented and now I start to add some details and refine her forms to get a better shape.
current WIP
I think I will use the Zremesher for the static parts like the shoulders, knees and the head part because for the hands and the feet I want to make the lp animation friendly. How would you guys create the Lp´s ? everything by hand or a mix ?
Also you might have this in mind already but the shoulders need to be cut as the concept and pulled more towards the body.
Right now the weakest part is face, anime faces are a tough thing to nail in 3D, but I'd say give it another go, try to look how other people handled doing that, a couple of good anime faces I remember from recently: Blair's Aigis , Joe's Ryuko
@AgelosAp - thanks for your tipps yeah right I never made a face like this but I try to learn as much as I can, thanks for these nice reference artists!.
Tomorrow I will work more on her hips. For now I try to make more progress on her face and before I go sleep I will post an update again
I will use a mix of 3D Coat and 3ds Max.
That for now. I try my best to post some new Wip´s tomorrow !
Here is a WIP with baked normals in Marmoset TB2 and a texturing wip in Substance painter
I also have some probs to set up the substance painter maps in marmoset with the PBR metal/rough workflow .
hope alls well!
I ran into problems with discrepancies between painter and marmoset as well. One of the tips I got was to change the 'Reflection' in marmoset from blinn-phong to ggx for closer results, but then I just ended up with stuff looking more washed out than I'd like. Also, the built in environments for painter and marmoset don't seem to be set to the same exposure, using your own hdr image is a good way to get around that. I'm still trying to figure out the best solution going forward, but I hope this helps!
@mfrederick yeah I changed the secondary reflection to ggx, looks much sharper now! Thank you.
@jacopoS thanks ! That´s really motivational
Thanks for your feedback and comments guys !
Here is some more progress, now I will finish the skin maps and reduce a bit of the "shinyness" from the metals and the latex on the tabard
and than move on to the hair.
here is my first WIP
I placed a lot of planes and now I should optimize there size and there position. After that I will add some single planes to give it more variation.
Also texturing is not that easy. When I add a alpha map it looks weird with a lot of fragments .
If you guys have some more tips for me I would be very thankful.
I try to post more WIP´s in a few hours.
okay so for now I added a normal map a first roughness and specular map. I sitting even more on the optimizing of the hair planes and I should work more on the alpha map.
Hope to finish it tomorrow.
Tips are always welcome!
I decided to build a little ground for the beatuy shot !
@mfrederick @AgelosAp @Neox @Anchang-Style @pior @dGreenberg @PyrZern
I learned a lot on this project ! And I hope that I can get more feedback like this in my upcoming projects !
U guys are awesome!
And here are my final renderings (I will upload a little turntable vid. later)