Hi guys! I got the incredible chance to join in on Mr Almighty Gir's / Lee Devonald's Summer Character workshop.
The next 6 weeks we're gonna go over the whole process of creating a character - from sculpt to texture all the way to Unreal - and I'm going to share my process in this thread.
Yesterday we started off with picking a subject out of the concepts we had gathered. Thinking about color schemes, silhouettes, dynamic pose/postures, material definitions, etc I made a decision.
I wanted to do one of the Marco Polo characters for a while, but since their outfits are either very plain or very complex (hundred eyes vs chabi for example) I decided to go in a totally different direction. Lee also reminded us that the type of characters we have on our portfolio will be the type of characters we'll get commissions for.
With all of this in mind, I went for one of the super cool cuties of MeoMai / Jessica Madorran.
Check out the loads of awesome work she has made:
http://meomai.deviantart.com/gallery/ I started breaking down the concept to understand better what I'd be up against in the coming weeks.
I'll be looking at Rapunzel from Tangled for the material definition of the dress and skin, other areas were clarified where the illustration wasn't clear enough to start modeling.
Since the illustration is cut off at the legs I had to make an educated guess on how tall she should be.
For the shoes I tried to find a good match for the outfit and style. Since there are quite some bows present in the piece, I figured it would work well on the shoes as well. This might be reconsidered once I have a model to test it on, of course.
Next up will be blocking out the big shapes!
C&C always welcome!
Shh
Replies
This is my result from yesterday and today.
I had to play around with the length of her legs, since they aren't in the illustration. To give her a cuter look I shortened them to get to a 7.5 heads high.
The face was also a little challenge as I don't have a clear view of the front. I think adding the eyebrows and hair will do a lot...
Maybe tomorrow I'll get started on the clothes. I'll test out this awesome little tutorial for the skirt and sleeves: http://www.zbrushguides.com/cloth-drapery-trick-zbrush/
Any feedback would be great!
Shh
I already had a strong idea of how all loops should go and why, but what Lee taught us was how to do it within record speed. I spent about 1 short day worth's time on mine, and had almost no difficulties solving problem areas. Thanks for the tips, Lee!
The method we used goes as follows:
Place a cylinder around the chest, one around a leg and one around an arm. By counting in multiplications of 4, connecting the separate parts should go easy later on. Here I used 32 edges for the chest, and 16 for the leg and arm.
By using the Conform brush, Relax Conform brush and Relax/Smooth I could snap the cylinders perfectly to the surface.
I used them mostly in that order - snapping to surface with conform, then relaxing with whatever one of the two did the job.
By closing the mesh around the crotch, I created a perfect border to bridge the leg to.
For the chest I had to make a hole to attach the arm to, so I counted the nr of edges on the arm (16) and created a hole that had as many edges. EASY!!!
For the boobies I simply selected an appropriate amount of polys, made an inset and a couple of extrusions. Relax conform and .... boobs.
The fingers went the same way. I made one, copied it over and bridged it to the arm.
The tricky part here was again matching the nr of edges on the hand and the arm.
Now, for the face I started taking more and more screenshots. It resulted in a video showing which steps I took.
Check it out here:
https://youtu.be/88LLXV0mNrE
To make the model export ready I had to center the middle vertices, center the pivot point and add a symmetry.
I thouroughly went over all the area's with the relax brush to even out the spacing, after which I deleted half again, reapplied the symmetry and exported.
Once appended to the right tool in Zbrush I subdivided the mesh to double check for nGons,tris, unwelded verts or holes. When I discover such a thing, I just use GoZ to quickly bring the mesh back to Max, fix the issue and GoZ it back to Zbrush. This method will make sure any progress I already made on the retopped mesh (subdivs, maybe already projected stuff, ...) will remain, because of the "transfer high res detail?" option you get.
It has saved my ass a lot of times!!!
This is the end result:
Hope this was helpfull!
Any feedback would be very much appreciated :pleased:
Shhh
This is my progress so far, been blocking out and tweaking proportions at the Gamescom this week :awesome:
Horns and color are totally placeholders. Next up, ribbons, bows and shoes. UUuuuu
C&C many welcome!
One thing I noticed was that she has a pretty flat head in the concept and you had that down in the initial blockout. But adding the hair has kinda given the head more volume than that. The horns are also extending a bit farther back from where they end in the concept.
Now if you're doing that deliberately ignore everything I said
Polymator, this I also hadn't noticed yet. I knew I couldn't follow the concept 100% because of stuff that might not work in 3D, but what you're pointing out was not deliberetaly. Thanks for that!
In any case, I have a full blockout now (the shoes have been added nstuff), so I will do a good revision of proportions, shapes and how well I'm following the concept. Update on its way :proud:
She has an extremely thin waistline too. Anyone?
Natland, you're very much right. It's not 100% clear what the race is, and that's both nice and hard to sculpt...
I'll take a look at those hands today. Want to finish the sculpt by tomorrow !!! :awesome:
@Shanana Love the character so far, can't wait to see when the details in the clothing come into place! I'd give the folds on the arm "thingys" a bit more love, I'd look at the concept for inspiration on how to sculpt it. Keep at it!
Thanks for the kind words!
@Maxilator, yes I just got a tip from Leslie on how to tackle the puffy sleeves, so I'll definitely will give them some love ^^.
In the meantime I've been working to get the sculpt ready so I can move on to UV's, bakes and textures. Hell, I might even sneak in some rigging.
Here's some progress:
I made a big change, however, all the way towards the end, and I'd like to hear your opinions about it.
I tried to follow the concept more accurately and so had to make the hair less voluminous, and her face less round (front view).
L is the old, R the new
Next I'll try to add a final polish/detail pass on a couple of things (read: everything). I've been behind the workshop a bit anyway so I'm not gonna texture until my fingers stop itching to add to the sculpt. Imo a style like this can benefit more from a killer sculpt than a killer texture, so I feel like I can spend some more time on it...
I'd love to hear what you think!
her hair is so pretty >.> . interested to see how you tackle it in low poly
the only thing bothering me is her mouth . i know your trying to follow the concept but it doesn't translate well into 3D IMO
maybe I'm wrong but i think the artist intended a facial expression ( like a kiss ) hence why the O shape with her mouth
great update, your getting there.
I think the "old" hair looks beter though, or at least has better shape, it might be the loose hairs thats changing the silhouette to much on the new one. the concept have these really clean fluffy hair blobs that you lost with the loose hairs.
the face looks a bit wonky in front view, not sure how much you wanna deviate from the concept though. but I think the lips could use some more volume at least, the inflate brush would probably do the trick.
And while what Catzcratch said about the the reason for the lips may be true, I'd suggest leaving them the way they are.
If you're not going to rig her it will be better for your portfolio to follow the concept instead of making a non-expressive face.
Really amazing sculpting on the hair btw.
Thanks for the opinions on the hair. I felt like I had a good thing going but was deviating from the concept too much. Now it looks like a mishmash between my style and the concept. Again, I should pick one of the two and stick with it. @polymator I won't put the swing in the hair yet (to fall over one shoulder), since I'll pose it and then tweak the hair.
Sometimes I'm hesitant of really pushing my own style and take on the concept, and thus I try to match the concept better but... This doesn't always give the best result and it makes me not have a clear goal in mind. How do you guys feel about taking a style and converting it to your own interpretation?
Anyway, these are 100% just suggestions and really rough! What you have is already nice
(if you're curious, changes were - increased the gap between the eyes, made the eyes narrower from the front, rounded the jawline, reduced the upper lip, increased the lower lip, softened the nose and ears, enlarged the teeth)
This is what I adjusted so far with the feedback I received from some. I like the way the eyes are in the concept, so I think I'll leave them as they are atm.
I'll also completely change the hair. So much to do...................
I like a lot of the adjustments future-fiction did too, but it is up to you on how you interpret the face and what's important for you to convey the same character from the concept art.
You probably already do this, but I did just want to chime in for 2 seconds on the subject of interpreting a concept from a single image.
I know that when it comes to faces, it can sometimes be infuriating playing the 'whats different' game and continuously pushing and pulling to nail those lines and shapes from that main concept while still retaining both appeal and structure from all angles. It's especially daunting trying to extrapolate that 3d form when working with a concept with such a unique graphic style. But I think one huge resource you actually have with someone like Jessica Madorran is that she's been developing this really strong personal style consistently throughout her artistic career.
So oftentimes, similar features drawn around the same period of the development of her stylistic canon might show how she intends to put those facial features together in 3d. So if I'm ever finding myself struggling with something tricky like the lips or eyes, I like to try and find another angle of a similar feature she's done and use that to help wrap my head around her style. Obviously it's still entirely up to your interpretation on what's 'similar', but just thought it might be useful to mention for other people
I picked out a few images from her gallery I thought could be helpful. But you're much more in-tune with the style already and these may not be so informative for you
sorry, hopefully I didn't just wall-of-text this thread pointlessly haha. In any case, the piece looks great and I can't wait to see it finished
Great stuff indeed.
Great gif indeed, @future-fiction, I tried to implement the lips more in this way and it definitely helps.
The eyes I'm not going to change too much for different reasons: I feel like the example in the gif is very disney-esque, and that's something I try to stay away from as a style. And secondly I plan on rigging her and her eyes, so she'll be able to open and close her eyes in the rig.
I completely redid the hair, and a lot of tweaking the face.
Also threw away the puffy sleeves (and just did them in max this time ) and played around with the shoes...
Thanks for the feedback everyone, it has been super helpful :]