Current Progress
Rope is fixed, I'm comparing the two versions and doing some editing of the model, before rigging begins.
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Older Post
So I didn't get to finish PowerGirl in the last thread I made, and I wanted to finish her before continuing any other projects; thankfully I'm almost finished, but sadly I forgot to get some Zbrush renders of her suit. There are a couple of things I want to add to PowerGirl, such as cording and sewing, along with some additional edits to her hair, eye brows and lashes. I got a problem with her glove, and I may have to redo the UVs, because most the seams are not as defined as the seams on the boots. But I wasn't sure what other edits should I make before I finish her up. I'll get the highpoly renders soon.
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The gold was a test and not yet a final until I do more texturing and editing. The skin doesn't have proper gloss, roughness and specular maps yet.
Replies
The Leotard, gloves, cape and the belt were generated but I had to do some sculpting to get some of the seams and wrinkles to look right; the boots were only modeled and sculpted in. No physics....... yet, as I was planning on having some form of hair physics in a gif.
I was able to add the cording in, but I wasn't able to get the sewing in. I made some improvements to the gold.
I didn't bother to take the screen shot of the other parts at that time, because the textures were stretched out on other cordings. After I make some edits to the gloves and/or belt (I'm thinking that the belt might need more details and etc.)
I also tried to fix up the shading for her rope to make it look more rope like.
Here's some hipoly stuff I did.
Also, here's the problem I'm having with her gloves. The seams looks washed out, haven't gotten to edit her gloves, but I think my project is way overdue. But then again I could add something else.
There's a human base shape, were I to hazard a guess a pre-made model was used, but its since been edited with little consideration for muscle forms, support structure, or even aesthetic appeal.
I didn't realize how messed up the abs were, thanks for pointing it out; I was using a custom mesh I made a while back, if you want me to go and make another run at the body, then it's fine, since I have a more updated base mesh this time. The breast were shaped in a way for some fat to be deformed around in the suit, but if that's not how it doesn't look in real life, then I would change it, or keep it for fantasy I don't know. It may be the shape of her head is too small, but I may have to check later; since I had to fix my newer basemesh's head shape in proportion to it's body.
About the knees, you might be right.
After checking out my refs, I think PowerGirl's Head looks too small in comparison to the rest of her body. I'm using this lady (pictured bellow) as a loose reference to the general shape (including the legs, the breast and parts of her body are different, due to the fact that I want PowerGirl to be a little more to the Frank Cho version in some form while keeping her somewhat muscular, and softness to her body. I'll fix somethings, or I'll take these lessons and use them on another character.
Thanks for letting me know about the knees, and the abs (I may redo the shape or fatten them up). It looks like I have to reduce her shoulders and arm size, but I could be wrong, now that you have me thinking about anatomy.
I'm changing up my personal concept a bit. This time around I'm modeling her off of Juliana Salimeni's body for some of that Cho look in Powergirl, I forgot to check back with my references earlier, so I'll do so frequently until I get the anatomy right. If needed to, I may soften her look, like I did with her legs in the earlier screenshots of this thread, or make it look more muscular than before.
Some refs I'm looking at the moment.
If there's another problem, let me know, I'm more than likely will redo the leotard, gloves and body, but I may keep the boots and other important stuff.
It looks weird because it's wrong. Also it looks like the front part of the breast opening is torn, not sure if that's intentional. She looks anemic, the skin texture could use some work.
ArtGerm has done great fanart of power girl.
Also, learn about breasts and replicating sizes.
Boob cup and band size are relative, Power girl probably sits at a 30G which is quivalent to a 34 DDD/E which is a LOT smaller then what you have replicated, the current average bust size in the UK is a 34D, and in some specific part (I think Scotland) is a 34E. While there is lots of contributing factors to these figures, powergirls breasts size is a lot more realistic then you have made them.
Yeah, I fixed the look of the chest (because it was too unnaturally high cleavage wise); I also enlarged her head, because it looked highly uncanny with the rest of her body (thanks Zac3D for the input), even with her breast fixed. I may readjust her band size. Thanks for the chart.
I'm a fan of Artgrem's version of PowerGirl, but I wasn't sure if I could use elements from his work; since I wanted to input some of my own creativity without copying his work, but I could create a version similar to his work if anyone wants me to. But if the body does not look to good overall, I could have a resculpt with the newer basemesh (I'm currently using the older basemesh) with two versions of PowerGirl.
About the Skin,thanks for that, it must be too subtle, as I will make the details more prominent in the textures (the skin diffuse is the hardest for me, I'm doing it handpainted).
I also redid her legs with some muscular form.
Cheerio
Alright thank you, I forgot to get a screengrab of the waist, but the model ends up looking better than I thought proportional wise. I got some screengrabs when I adjusted the thighs. The muscles have been somewhat fattened up and smoothed though, so the probably why some part of the mesh looks like there is some muscle mass. But if the muscle diagram I made isn't correct, then let me know.
I also have several versions of the legs when I was making some corrections to make sure everything look alright.
I'm making some shader adjustments. Don't worry about the artifact around the eyes of the high poly model, the artifact does not appear in the map on the model. I decide to op for translucency over masked, due to the constant dithering around the brow and lashes.
Although the model is at around 140,000 poly or 130,000 tris. The vertex count is much higher (more than 410,000 polys). I have many parts of the model that are spit into multiple parts (belt buckle, ropes, etc.) even though the parts share the same material. Some of the cording and the cape needs to be edited due to their incorrect normals.
But the white piece didn't do it for me, not just because it lacks wrinkles and muscular form; I'm having some normal issues with the low poly mesh of the suit. With the other basemesh I have, I can make some better improvements body wise, while probably adding some new things to the leotard. I also want to make a new hair texture for her, since I believe the hair strands are a bit too big and unrealistic and is anisotropic does work on this hair for some reason. I'm also having trouble with the cording around her pelvis.
The leotard used to look fine, but now it looks bad.
If I do go ahead and remodel, I may keep but refine some of the other parts of her suit; and maybe take some more notes from Artgerm's version. Don't worry this is just a basemesh (which needs it's anatomy it checked while being sculpted), and would be fixed to fix similar to the more muscular version with more definition. I projected the head mesh onto the newer basemesh.
I also made a small concept of how the suit might look like from MD; but I think I'll sculpt the suit from the ground up up this time. It won't exactly like the one in the concept, since the simulation in MD made it very difficult for me to get the kind of seams I want for her suit; and I didn't like the out come of her look.
I redid the face, because the old one had a lack of anatomy, that made it look weird and unnatural to me.
are these in perspective mode?
Her mouth seems a bit too small, and the nose seems to lack proportional nostrils... do you use reference for the face?
Sorry, I'll change that if the matcap bothers you. I've been cycling through multiple matcaps, to see how my model looks.
Are these in perspective mode?
Yes
Her mouth seems a bit too small, and the nose seems to lack proportional nostrils... do you use reference for the face?
Yes, I've used reference. I was using this picture below as a loose reference for the jaw, chin, and a little bit on the nose area.
As for the reference. I can tell that you have worked from this lady, and that is a good thing. BUT, when you working for a likeness or even just reference a specific image, always get more than one,as you see different angles, different expressions and you are not locked to just one expression (pursing of lips in this), also checking general facial proportion in conjunction with references can benefit.
Usually the corners of the mouth tend to correspond to the pupils,.
Have you overlaid the reference on your model?
I also made some adjustments to her mouth width and her nostrils just in-case, here's another view of PowerGirl's costume in a more neutral coloured material I customized.
There's LOTS of people overlaying their images. It isn't cheating, it is using the tools to get the sculpt you want. Frank Tzeng for one overlays for his likenesses... you can find he does it in his tutorials.
Elisha Cuthbert
I'll try overlaying soon then.
I did a polypaint fill to get an idea of how PowerGirl was going to look like if she was to be coloured. I don't want to hop back and forth from texturing to having to resculpt and edit her forms again, so any thing else anyone can input, if not I'll do the low poly soon.
In the picture, there's at least three modifications I did; the first (a) was just to smooth out some of the details (fat, some muscle definitions), the second one (b) is when I thought it would be better if fix her hips, and the last one is the additional adjustment of her hips, to make it more proportional and rounder. I might just go with either keeping a or go with c, but I'd like to know what any of you think.
I think you should probably post up your mood board of body references. Even your latest update looks like a chunky woman with a lot of body fat on her thighs/ass/chest, her torso looks broad and strong in areas, but in other areas looks like the costume is struggling to hold it all in.
I have more references for the lady in the top left, since that's a similar looking body type I wanted my version of PowerGirl to have. I loosely modeled her breasts from the lady in the nude orthos, and adjusted it in a way that it would fit in a strapless push up bra that would exaggerate the cleavage area, which is where some of the cosplay in the ref comes in. But I think I even messed up in that area. The ref at the very bottom (a woman hanging on the goal post) next to the girl with the abs n the bathroom was speculation for me, because I wasn't sure who she was and how her torso and upper back look in other angles.
I also made some adjustments to her body, before I fully make some changes to the body. The orthos bellow are just a start point before I do more based on the references.
It's good that you've got a ton of reference to work off of though! I think you might wanna pay attention to some other things though - also me assuming you're going for a sexier lady here, even if slightly "older", should definitely be doable. Just looking at your latest image, the b/w one, I think you're kind of missing out on some important bits that would make the body feel balanced, one of those being the arms? They're incredibly thing compared to everything else, and I also think too short (looks like hands would reach butt-crease, while would generally reach mid-thigh). I feel like she could do with broader, more muscly shoulders and arms, especially when the legs are that muscular - her upper back, shoulders and arms look incredibly underdeveloped compared. I think if you tackle that part her waist will already look a lot smaller (if that's what you'd like). I think that'd do wonders for her proportions and overall balance.
Another thing that I noticed earlier but didn't mention is that her legs look kind of x-shaped, like they're collapsing a bit if that makes any sense? it does seem less prominent in your latest image though, but hard to tell since cut off at the knees.
Hope that all makes sense, it's good you're actively looking for ways to fix things though!
Here some edits I've made before logging in. I was also speculating whether or not she should have a 4, 6 pack or leave it as it is. I also lengthened her chin a bit, since I thought it was a bit off.
Also the lower legs seems to be a different style than the upper legs.
As for the muscles in the back, I feel they might not be in the completely right place. And if you're going to continue having the arms as defined as you have them on the front you need to make them more defined on the back as well.
Edit... also curious.. why model genitalia that will be covered up?
Yeah, thanks for the input on the calves; I had a thought on whether or not I should make it more muscular/bigger than before, because it was going to covered up by the boots, but I guess I'll add more muscle definitioin to that area.
I'll see about whether I'll add more definition to the back (since it's loosely based off of a female bodybuilder), or add less definition to the arms.
I don't want to model the genitalia area; but I feel like I have to, because I was testing out a scan with similar clothing in Marvelous Designer, and I want everything to look right. But I don't mind blurring it out if it isn't needed with the suit at all.
I'm anxious with sculpting the leotard, because I don't want to much, or too little wrinkles onto the leotard. But if everything is fine on that end, then I'll just move onto the other stuff to detail and fix, and add to the suit before retopology and texturing.
Did some light retopo for the suit. Testing out some bakes for her body in UE4. I'll add more parts to the low poly model before I decide whether or not I'm finished with the skin, I have everything baked for her skin. I wanted to see how the new body and textures look before I start finishing up. The suit, rope and belt are being used as proxies meshes before I have a cleaner bake and model.
Here are the problematic parts of the glove.
The are some parts of the gloves that I can fix, so I'm not too worried about some of the holes until I edit them; aside from the hair, cape and ropes, I got the add a few more things. Thanks for anyone who had given their input for the work, your inputs helped me fixed many issues with the model before; if there's no more critiques, then I'll assume that I'm doing everything right.
As I was saying the other time I was doing a higher quality version of her hair. I don't know how to fix the part where the hair turns dark at certain areas. But I think I might need to edit the hair a bit more before I can call it done.
I also edited her eyes, and I was wondering if I should add more strands to the eye brow and lashes, or leave them be.