The concept I'm going for is Tatyana Latypova's Bomber. She was so kind to share her references and answer my questions, so my idea of what it should look like in 3D is pretty much crystal clear.
In the future if you want to save time you can ignore most of the detail you added, in the areas where body won't be visible(like arms, legs, feet etc.)
Thanks @Jakub! You're probably right, especially for game characters, but I want to go the extra mile with this one. Besides, most of those areas are visible in the concept art.
Started blocking out her shorts and coat in Marvelous Designer, very early wip.
Thank you so much, guys! @Jakub, It's not instantly obvious but she is supposed to wear shorts and stockings. I asked the concept artist about it and she was kind enough to answer my questions.
Started sketching and blocking out some of her armor. Any tips on the designs would be much appreciated!
Thanks guys! @aanselmo, are you referring to the fishnet leggings? I'll post the breakdown for those after the challenge.
This repurposed murmillo-punk gas mask-helmet has to be one of the most interesting things I've worked on so far. Pushed both styles as much as I could in the limited time, let me know what you think!
I've played around with the scale a bit and I quite like the new oversized look. It should also be closer to real life scale than before.
I'm also dropping the oxygen hose and tank because while it makes sense for her to find this helmet and wear it, she doesn't need to breathe oxygen.
This is the final piece of the highpoly, these items will be retopologized in their current pose. I'll post more renders with the complete character in the next update, along with the baked lowpoly.
Here is my final update on the challenge! I wanted to do so much more with this piece, but this is a good place to call it done. I'll probably post some breakdowns later this week.
I love how she turned out but I kinda feel like the renders feel washed out. The original concept, while having the same palette, pops more. There's almost a hazy vibe in your renders. I wouldn't mind seeing some renders that just have more clarity and material definition separation. Still, the technical execution is fantastic!
I love how she turned out but I kinda feel like the renders feel washed out. The original concept, while having the same palette, pops more. There's almost a hazy vibe in your renders. I wouldn't mind seeing some renders that just have more clarity and material definition separation. Still, the technical execution is fantastic!
Agree completely with this input -- I was having trouble putting my finger on it but you nailed it!
Thanks, guys! @slosh, I have to say the washed out - middle of a mild dust storm lighting setup is pretty much intentional, although I had a very hard time getting to where it is now. It didn't turn out as popular or as inspired as I wanted it to be for the challenge, but I am planning to polish the textures and rendering setup a bit more in the next two weeks.
So I recently got back to do another much needed polishing pass on this character and I'm finally calling it done. I'm also sharing the project files and breakdowns for this character so feel free to check them out on my ArtStation. Huge thanks for everyone's amazing feedback!
@apllana What are you fabric settings for MArvelous Designer? I have trouble wrapping my head around how to get things to act more like they need to like their real life counterparts.
Replies
https://www.artstation.com/contests/beyond-human/challenges/24/submissions/21347
In the future if you want to save time you can ignore most of the detail you added, in the areas where body won't be visible(like arms, legs, feet etc.)
Good luck!
Started blocking out her shorts and coat in Marvelous Designer, very early wip.
https://www.artstation.com/contests/beyond-human/challenges/24/submissions/21347
Started sketching and blocking out some of her armor. Any tips on the designs would be much appreciated!
https://www.artstation.com/contests/beyond-human/challenges/24/submissions/21347
Here is a small update on sculpting. This must be the part I enjoy the most!
Really looking forward to the end result
Worked on her waist armor, changing some things around and trying out a couple of new techniques.
@apllana How you did the mesh on the tears to be soo contracted?
https://www.artstation.com/contests/beyond-human/challenges/24/submissions/21347
I can't wait to see how you did all the details, this is getting more awesome every time
I recently finished the lowpoly bake as well, 51,246 tris and 2x4k maps. Check it out in the marmoset viewer on my submission page:
https://www.artstation.com/contests/beyond-human/challenges/24/submissions/21347
https://www.artstation.com/artwork/2GPEe
What are you fabric settings for MArvelous Designer? I have trouble wrapping my head around how to get things to act more like they need to like their real life counterparts.