UPDATED: It's done.
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ORIGINAL POST:
So, welp, I wasn't one of the Chosen few for Gir's character workshop. No matter, I intend to get the most out of this regardless. So, this thread will be my follow along to what they are doing, in almost real time... 1-2 days delayed, maybe. I'd stick to the same workflow and pipeline.
THE REAL SUMMER CHARACTER WORKSHOP PARTICIPANTS
Lee Devonald: http://polycount.com/discussion/174008/summer-character-workshop-swordswoman-potential-nudity-warning#latestJoe Atilano:
http://polycount.com/discussion/174026/summer-character-workshop-most-high-ceoptra#latestTom Lishman:
http://polycount.com/discussion/174043/summer-character-workshop-nemesis-demon#latestShana Vandercruysse:
http://polycount.com/discussion/174047/summer-character-workshop-the-baker#latestSanna Kempe:
http://polycount.com/discussion/174058/summer-character-workshop-the-swordmaster#latestNathaniel Ramsey:
http://polycount.com/discussion/174074/summer-character-workshop-illaoi-fanart#latestStevie Cole:
http://polycount.com/discussion/174109/summer-workshop-neko-mancer#latestWith that out of the way, let's go.
For the concept art, I pick a Female Knight piece by
Kyoung Hwan Kim /
https://www.artstation.com/artwork/lrk15The concept looks like fun. Somewhat elegant, somewhat interesting design, and the thought of translating all that into 3d excites me.
So... break it down.
8.5 head tall. (9 head if counting the helmet decoration). Legs noticeably longer than body. (typical portrayal of women in fantasy... or anywhere else) There aren't a lot of materials here... Silky cloths, less silky cloths, steel armors, leather straps, and whatever her gauntlets/gloves are made of. Looks like thick fabric to me. Or could be some fine leather.
Extra Notes:
* Welp, no hair cards.
* No facial features.
* Barely any skin visible (boobs).
* Coming up with the design on the back will be fun.
* High heels, hhhhhnng.
Replies
Editor's Note : Haaaaaannnnddssss, hhhnnnggg.
Started from a sphere.
Time Lapse (21 seconds) - https://gfycat.com/GlamorousTestyGiantschnauzer
So pumped to see someone else following along! You've chosen a really interesting concept in terms of shapes/forms. And while sure she's covered in armour, this is a really good opportunity for you to figure out how to carry across core anatomical knowledge to a stylised shape.
Really push the forms, and don't lose them just because they don't conform to the standard rules, because they still look correct when they're all put together.
Here's a little paintover:
I just did the retop of the body. So I will get to adjust the shape and form next now. There might not be enough poly in some areas, if so I would just add more loops in zbrush.
Seems that's my generic go-to female face..... I will look around for some nice face ref to match what I have in mind...... Or maybe make a hideous face under the helmet instead.... We will see.
the overall curves and flow could still be pushed I think, the front view is looking pretty good, but the side view could still use some work, especially the lower legs. anyways, keep at it, subbed and gonna try to crit you as much as I can.
PS: the cloth folds on the front are looking really sweet!
The hip armors appear kinda weird in design, so I'm working on that atm. Still missing half of the hip guards. I did make some changes to her anatomy and proportions, will show that next time.
Ps. Her butt might be too big........
Happy to see your progress!
I made some comparisons from your latest WIP and the concept, hope you dont mind.
I think you would benefit a lot by putting the concept next to your sculpt, and draw out some horisontal lines and see where they line up
Going to continue blocking in pieces of armors, clothes, and adjust them to match the concept art; before cleaning them up. Cloth folding will probably be the last to get done properly.
Here's a render... to celebrate this minor milestone.
I still think you need to do some major proportion tweaks, but your definitely getting there!
also: +1 for the clay render.
Anyway; I'm going to shift my focus to her shoulder guards now. I notice that in the concept; her shoulder guard and her upper arm guards are more ... aligned; almost look like a continuation of each other. Whereas mine; they are completely separated pieces. I will play around with this more tomorrow.
Got extra help from Lee on her face; so that's where I spent lots of time on. Face still not finalized, of course. But I got some anatomy issue out of the way; (and some more to go).
However, main question I have at the moment is ...... hardsurface armors. Even after uncreasing at higher subdiv, and smooth for 2 more subdiv levels, that damn thing still looks blocky. (very easy to see what has been hardsurfaced, and what hasn't) And the issue is.......... I seem to have preferred them not hardsurfaced. Feels more like something blacksmiths would hammer them out piece by piece... And not plasma cut in a factory or something.
Could use some inputs here.
Something that bugs me is that your pieces of armor look very thick. While it would be suitable for some warhammer/WoW inspired aesthetic, the concept feels more realistic, refined and almost "royal". An armor that only the best knights could acquire.
@lotet The visor is down when I mess around with it
One thing I'm not so sure; is if I'm too stingy on the lowpoly for hardsurface... If I could add more geo on the mesh so it doesn't appear so blocky and like a toy.
as for the lowpoly, I think its important to be consistent, have about the same density all over, whatever thats a lot of polygons or not.
Do you have an approximate final polycount? that usually answers that question for you.
.... Might be too small, guess I will take bigger screenshot next time.
I'd reduce the thickness of the elbow armors as well, I'm sure you were going to do it, but at the same time enlarge the openings as well so their shape affect the silhouette more. Speaking about silhouette don't forget the spike thingy she has on top of her helmet, it's longer in the concept and adds more aggressiveness. I don't wanna be annoying but I like the 7 triangular holes in the helmet from the concept, again these are part of the whole spiky, aggressive looking character design.
Also I think you went too far with the cloth folds, what's great about cloth for a knight design is that they can provide nice planar shapes contrasting with the complexity of the armor which serve as a resting area for the eyes. Besides, that cloth has no reason to compress that much and it's just going to add you more work in the retopology.
You may want to take this with a grain of salt but it's an occasion to test cloth simulation using marvelous designer or even the physx plug-in for whatever software you use. I tried it for fun and it does the job. You're just gonna need a lot of polys to make it beautiful but a lot of games nowadays use a high polycount on capes and stuff like that to rely on the engine's physics. The pro of using MD is that you can retopo super fast and clean using a method Ljabli Salim made a great breakdown about on Artstation : https://www.artstation.com/artwork/0BzeY
Have to admit I haven't played much with cloth sim. So much to do, and so many things to learn.
Just hardsurfaced the hip armor pieces as well. And the helmet visors(separated pieces for now, will merge later). And the head spikey thing.
Big image here - http://i.imgur.com/gysCB2z.jpg
I suggest you to reward yourself with a 45 minutes break and watch Glauco Longhi's conference session at substance days if you haven't already, you'll see by yourself but I'm sure some things can apply to your project : http://livestream.com/gnomon/substance-days-at-gnomon/videos/130636532
I made some changes to the upper arm armor pieces... But will see if I can make it a bit more curved... Also redid the helmet and the visor as well. Also done hardsurface the hip armors and the upper thigh pieces. Gonna start on the gloves/gauntlets next.
The hard surface stuff looks great. esp the hip pieces. if you can get the arm pieces on the same level of quality Its gonna be awesome!
I also recommend you don't spread the fingers quite so far in the base pose, because then you run into a rigging problem where the palm will look too spread out once you pose the hand with the fingers together.
Alternatively, you could render one version with a snug cage, and one with a bigger cage, and mask the resulting textures together in Photoshop as needed.
Thick - materials like wool have few but big folds. they also tend to be affected by gravity a lot, take a cape for example, most folds will be present at the bottom of the cape.
Thin - like silk or thin cotton, you have many fine and sharp folds, you tend to sculpt most clothes like this. Gravity wont affect the material as much, and you can have a more even spread of folds.
Sturdiness - this is where wool and leather differentiate, they are both pretty thick, but leather is harder.
if the material is sturdy, like leather it will only create folds when "stressed". so it usually stays smooth where its not folded or being affected by a strap. leather tend to have sharper cuts too since its harder.
wow, I cant type for shit haha.
EDIT: *See how the green ares are mostly smooth, but the red parts have a LOT of folds.
Also did a quick silhouette test, because, yeah.
Gonna go back and adjust the upper arm armor pieces again, cuz they make silhouette looks worse. Not sure if I should also widen her chest/ribcage or not.
https://upload.wikimedia.org/wikipedia/commons/2/2b/Ingres_coronation_charles_vii.jpg
https://www.herodote.net/Images/jeannedarc_Rubens.jpg
https://s-media-cache-ak0.pinimg.com/236x/9e/a0/cd/9ea0cd093c32a97a758f2a2ae52a2790.jpg
http://bonnier.imgix.net/2415_08_01-K7vCxCkOsDuDq3UcSsOVcA.jpg?auto=format&ixjsv=1.0.24&rect=11,0,607,420&w=750
http://images.ttcdn.co/media/i/product/121909-207443e8044949c4a0963aa31eb14867.jpeg?size=500
Wouldn't any of the pictures above be preferable?
I think the original concept is erring more towards anime/manga than Western realism if anything else. I've seen similar illustrations done for various Korean games.
he's trying to follow along with a workshop where probably the biggest feedback i've been giving to everyone involved is: FOLLOW YOUR CONCEPT. why on earth would you tell him to start looking at european medieval imagery for reference when the original is like something from a korean MMO?
(Sorry to derail your thread here Pyrzern).
Now that you mention it... We have Harry Potter museum right ?? Do you think there will be anime museum in Japan or something ?? GUNDAM museum will be kickass.
Great work, very nice thread. Thanks for sharing.
Cheerio
Personally, I'd scale down the shoes a little if you're really trying to achieve that Eastern MMO look. Other than that this is looking great. Silhouette reads real good!
Oh, I also made her hands, feet, and her head smaller. And adjust some weight balance, and some proportions with her torso, upper arms, and legs. And deleted some backfaces, and some optimizations..(so Toolbag doesn't implode upon itself).. But nevermind all that, I'm scared sculpting on the armors !!!