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hey !
it’s been a while since my first post and I am not used to be showing wip stuff, so recently I decided to develop a good ‘polycount’ habit in my daily routine.
I was working on a stylized character inspired by Overwatch and based on an awesome concept done by Valeriy Vegera.
https://www.artstation.com/artwork/VDrdZ
Actually, my portfolio needs more variety and I thought this was a great opportunity to practice:
Stylized characters + designed to fit on an existing IP
Polished surfaces with clean edges
Shading and final presentation should be fun
Hope u like it! I’ll try to keep this updated as I progress. C&C are always appreciated.
Replies
hey @Tectonic, thanks for the feedback. yup, I agree, revised those things and did some modifications + added new parts I noticed in the concept and corrected some proportions. Slightly changes in general but hope it works better now. I may exaggerate the collar more, tried to go somewhere in between the illustration and the detail page, but feel it isn’t really noticeable from the front view. I’ll post more 3/4 and side shots on future updates.
Also I had a base for her weapon I started using zmodeler a while ago.
Nothing more to say
I wait for the suite
@Corderoch and @karytsukino thank you ! glad u guys like it : )
small update: I’ve been messing around with the hair. First time I work on stylized hair so I’ve done a few tests. Think I should define the overall flow before I sculpt over. Not sure about the results, so probably a second opinion would be helpful ; )
Maybe something a bit more subtle for this kind of haircut… dunno… we’ll see
I feel like you're over-detailing the hair. I think it'll suit her better if you kept the plane changes in the hair really really subtle and on a larger scale
Waiting for more
It´s a rough paintover but i´m with @polymator you´re detailing too much the hair if you want to do an overwatch style character. Instead of sculpt individual hairs via custom brushes i would maintain the simple and plain structure showed in the concepts and then sculpt some hair planes with a little elevation for break the plain hair and/or straight away hair parts like the sides cut. I put some references from overwatch, it´s hard to see but you can have some ideas.
And of course you can add tertiary details if you´re aiming to the final concept result.
hey @polymator and @Koromo thanks for the feedback ! I think you guys are right, that was also my first impression when I finished. I think I’ll try flatten some volumes, simplifying the forms and see how it goes. I dynameshed all the individual hairs into the base block so I feel it’s a matter of going back to reduce the main shapes and sculpt over to remove detail and make it more subtle.
And yeah, I was also using dva’s hi poly as one of the main references, but since it isn’t the same style of haircut, I’m not sure it’s really useful. Think that’s why I added some breaks here and there, and made it less straight.
https://www.artstation.com/artwork/0D1ew
Probably I’ll start looking at symettra’s haircut, think it fits better what I'm aiming for.
https://www.artstation.com/artwork/oB3Aw
Back again, left this on standby because of the AS Beyond Human Challenge.
https://www.artstation.com/contests/beyond-human/challenges/24/submissions/20892
I’ve been working a bit more on this one. Subtle modifications overall. Planning to finish her hair, polish a few more things and move on to low poly.
Quick update on her hair.