Hey everyone, I'm a student learning zbrush for the first time and for my first project I've decided to attempt to create Toshiaki Takayama's take on the Monkey King.
Based off the reference I'm going for a semi-realistic anime style, leaning more towards anime. I already made my first mistake which was modelling the head, and hands separate from the body and retopo'ing all of them. Luckily this was easy to fix in Maya where I just joined the meshes together.
Here's what I got for the base, let me know if there's anything wrong with proportions, anatomy etc. I believe in jumping into the deep end so give me your harshest critiques, I can take it.
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As I've written on the image, ignore the arms, I didn't bother controlling what the liquify brush did to them, because they're already correct proportionally, other than a slight widening of the shoulders. Now, my edit isn't necessarily better than what you've got. I just feel that it's more in line with the reference photo in your post, and the upper torso comprised of the top of the abdominals, ribs, and up all the way to her shoulders seems too thin. Your model seems far more petite than the girl in the reference in this way, along with the fact that she has thicker/wider thighs and hips. The hip to waste ratio isn't quite so vast either. The changes I made aren't entirely significant, but not so insignificant that I feel they could be described as being subtle.
You've got a really good start so far, and my suggestion is based on my perception of the reference and a bit of my own preference when it comes to what I deem to be a realistic figure (quite often when people try to make women seem more sexy, they make the upper torso thinner and the hip to waist ratio is larger because of this; often times the extent of this exaggeration starts to interfere with how realistic the body of the woman appears to me, and it makes them look like some sort of idealized doll... what's more, this happens very regularly when it comes to anime girl drawings and models). What you have right now in terms of proportion is good enough on its own that, if you like the look of what you already have more than the look of my edit, then I don't think your model will be all the worse off for it.
@lkameen3 Thanks! I'll fix the legs, but I'm not sure what you mean by 'too triangular' for the traps. If you're talking about the angle I'll see if I can tone it down so it inserts lower on the neck.
Also currently playing around with a few ideas for methods to create the clothing on top using either Maya or zBrush.
Like I said, the changes I made are fairly subtle, and your model is really good as it is it; the small changes I made just make her body seem a little less stylized.
All that being said, Zbrush is notoriously deceiving when it comes to judging subtle proportions adjustments. I won't go over all the reasons as to why as they are multiple, but my advice would be for you to very often export out a decimated version of your model to check it thoroughly in Max/Maya under a natural perspective - at least twice a day. This will be invaluable.
As a matter of fact I would also recommend you to take a break from sculpting at this time in order to prepare a rough yet functional rig that would allow you to check your character in a posed state every step of the way from there on. This will save you days or even weeks of adjustments later.
Good luck.
@f1ey Yep, I see it. I was messing around with proportions and forgot the adjust the position of the knees to accommodate the change.
All that's left is to figure out how to make the twintails look appealing as right now it looks like a bundle of worms. Also thinking about tweaking the face so that the eyeballs can be more eyeball sized, since right now they're massive just to properly fit that anime face. I've been looking at those Dollfie Dream heads to see how they do it, but it's a little hard to visualise. All my attempts at the beginning resulted in some really weird faces.
After that is figuring out how to retopo the sculpt then UV it and send to Substance Painter. I'm not sure if I"ll be able to get the same level of detail for the patterns since I've had problems in previous projects maintaining clean edges in Substance but we'll see how it turns out.
Added the ribbons, made the eyeballs smaller and tweaked the face to accommodate them. Also fixed the hair.
First, that angle between the thighs and armor, makes the leg seem broken ^^ :
And second, there seem to be small cavities in the face, it's not smooth :
You should try to smooth that out on a lower subdiv, or use the inflate brush with a really low value to make the surface even.
Other than that it's really good for a first time. Are you following Jon's tutorial ?
http://www.hazardousarts.com/Miku_Tutorial.pdf
I was following Sakaki Kaoru's process before I found Jon's tutorial while looking for a solution for the hair. It was really helpful for that.