Hey guys! Thought it might be fun to model Efi from the Overwatch Lore. Only have blurry images to go from but here's where I'm at. Obviously super rough but posting helps motivate me . Hopefully I'm hitting the style this time haha.
Thanks @lotet ! Those are good points. For the neck though, after playing around with it, I found the longer neck felt a little awkward. Not sure what it was but didn't feel quite right. Instead I made it a bit thinner and lowered the shoulders a tad. I also thickened the legs a bit around the ankles. I agree they were a bit too thin but I still want her to feel lanky based off the images I saw. With that here's an update
right now you have the cloth that's wrapped around her waist hanging more in the back, but in these images it looks like it hangs over the side of her leg more.
@Tectonic Thanks for the refs! You do make a good point. I found that the position varied between a lot of images. I played around with it and decided to follow these ones:
Neato, man, she's definitely coming along great. That change in the skirt was definitely a good move. You could perhaps bring it even lower slightly if you'd like - makes for a strong anchoring element from both the front and back.
May I suggest you switch the weight of the character on one of the leg for the final pose? Although the torso and arm feel ok, the lowe part of the body still feels a bit stiff. Nothing to say about the modelling and texturing! It looks very nice!
Great work, modelling is stellar and you really captured her well. I don't know if it is the lighting setup, rendering or textures but she is coming across a bit flat, especially with the skin so here is some suggestions:
It's quite heavy handed and sloppily made but hopefully you get the point I am trying to illustrate.
gotta agree with @Magihat, she is looking a bit flat. would love to see some more spec here and there, also try to differentiate the the leather and her skin a bit, they are both looking a bit gray and blending together a bit to much.
Darn it why must you all always make good points! Alright here's an update. I think I'll leave the pose but I played with the lighting, spec, textures and such.
I really love this and you've definitely nailed the style! Just a suggestion, but since she's an inventor/engineer, it might be cool if her gloves were a little dirty from grease, seeing as they're a fairly light colour, or even slightly tattered
I've gone back and made updates. I could really use some extra eyes since mine are now dull from staring I could use pose feedback too. It feels kinda stiff and awkward to me.
I feel the facial expression is looking really awkward, other then that I like the overall pose. looking at your renders I also feel like you could push the roughness map contrast a bit more, basically have more gloss variations, everything is a bit muted down at the moment.
I agree with @lotet about the facial expression. I also think the materials (and lighting) could all use some more love. Here are some things that jump out at me: -That golden crown/hat for instance doesn't really feel like any material I know. -The metal rings feel more like porcelain, -The uniform velvety fresnel effect, -Black AO shading that's still highly reflective (for instance on the gloves) -light inside the nostrils -There's little variation in roughness/gloss overall.
I agree with the expression @lotet . Was playing around with it last night.
Mind if I get some clarification @Michael Knubben ? By metal rings do you mean the ones on the side of her head? They're meant to be plastic. Is it the discoloration that makes them seem like they should be metal? As for fresnel are you saying everything looks like it has a fresnel on it? It might be the backlight I'll look into that. For the AO do you mean the surface should be less reflective in those areas? Finally for the nostrils I assume you mean the should be more occluded right?
The ones I'm talking about are on her ankles, and around her neck. And yeah, areas that are textured as if they're occluded should be less reflective, including the inside of the nostrils. The textures and lighting will go hand in hand, as in: some problems might be due to lighting rather than textures, but you won't know until you check in a neutral lighting setup.
Id really try bumping up the gloss on the skin, black people usually have more visible shine on their skin. because of the overall contrast of the spec and the skins albedo colour it pops a lot more then on pale skin for example.
looking better and better! I think the gold metal material you have on her anklets n things would look good a bit more saturated, they kind of look faded/tarnished
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otherwise your sculpt is looking really spot on!
@slosh Thank you I will keep posting!
I've gotten to the low poly and textures at last. Also here's the latest sculpt
@Tectonic Thanks!
@Generic_Human Well you can be sure the result will be here!
And texture update:
Here's an update:
May I suggest you switch the weight of the character on one of the leg for the final pose? Although the torso and arm feel ok, the lowe part of the body still feels a bit stiff. Nothing to say about the modelling and texturing! It looks very nice!
It's quite heavy handed and sloppily made but hopefully you get the point I am trying to illustrate.
would love to see some more spec here and there, also try to differentiate the the leather and her skin a bit, they are both looking a bit gray and blending together a bit to much.
I've gone back and made updates. I could really use some extra eyes since mine are now dull from staring I could use pose feedback too. It feels kinda stiff and awkward to me.
looking at your renders I also feel like you could push the roughness map contrast a bit more, basically have more gloss variations, everything is a bit muted down at the moment.
Here are some things that jump out at me:
-That golden crown/hat for instance doesn't really feel like any material I know.
-The metal rings feel more like porcelain,
-The uniform velvety fresnel effect,
-Black AO shading that's still highly reflective (for instance on the gloves)
-light inside the nostrils
-There's little variation in roughness/gloss overall.
I agree with the expression @lotet . Was playing around with it last night.
Mind if I get some clarification @Michael Knubben ?
By metal rings do you mean the ones on the side of her head? They're meant to be plastic. Is it the discoloration that makes them seem like they should be metal? As for fresnel are you saying everything looks like it has a fresnel on it? It might be the backlight I'll look into that. For the AO do you mean the surface should be less reflective in those areas? Finally for the nostrils I assume you mean the should be more occluded right?
Thanks for the input guys it helps a lot.
I'm not sure how much more I want to change so I'm not calling this done but here's an update.
I'm also thinking the folds on the gloves are a bit too messy for the overwatch style so I was playing around with a cleaner version
take a look at this for example.
or this one.