Hi, first time posting here, I always follow a bit polycount but never posted anything. I am starting now because a friend really recommended it and seems the best place for feedback.
So here it goes. I am taking a online course in anatomy and a while back I found this amazing concept from Brian Matyas (
https://www.artstation.com/bmatyas) and I wanted to do the full character, guns and maybe the hover bike.
I'll post the progress I have and I hope anyone here can help me improve
Update so far...
Replies
The only thing that I'd tweak a little is the area between ribcage and pelvis in the profile view and sternocleidomastoid muscle again in the profile view. But other than that really great progress!
I will work on those points, Thanks ArNavart
Looking forward to seeing how this turns out!
Your reference are ok just use them more closely
I wouldn't worry about arms too much right now even they all misshapen and probably too short , make torso and legs working nicely together then worry about the rest
But thank you and @slosh for the feedback, since I am waiting for the arms correction I have here what I have changed so far. Still a bit tricky to get the chest and abdominal area well but you will be the judges. And I scaled the arms a bit too
Just a bald version for now in case anyone spot something on the head
I don't know how legs are positioned but maybe thighs should be a bit closer to each other or it's just my impression?
Butt and neck and arm connection to body need serious revisions
I believe attached reference image is similar in body type and proportion to your girl unfortunately have some prospective distortion as camera was around his knee for some reason so everything to her waist will be ok but above will be shorted , keep that in mind
That reference look really good, where that you get it? I will use that as main, and I will study a bit more the torso, it has been a bit difficult the get it right. Thanks
Reference is from 3d.sk - Barbora
I have attached few images of bony landmarks references + Loomis surface landmarks
You have way too much crooked lines its usable but you will have hard time skinning to such topology
My suggestion is to copy the model in zbrush and use nudge or move to straighten your topology then re-project that specific area
UVs are quite wasteful you should rearrange UV shells and repack them better
This is without any subdivision or smooth so for now it's normal they look a bit bad, the uvs I only care about the head and hands but I might work a bit more on that. the legs need to go a bit back yes but that and the rest I will fix later on zbrush
Hi Everyone, been a while since I post any progress here, I have being fighting with the cloth part on marvelous and manage a good workflow from marvelous to zbrush to detail, but here it is the final result, still in high poly, so U have to retopology everything.
If there is any feedback on the cloth please tell me
Personally i think the belt and pants go up to high it usually lays on the upper part of the butt. the chest strap feels to front heavy and the bags on it have a thick shape that doesn't really exist anywhere else on the character so it leads your eyes on it. maybe adding larger shapes through silhouette breaks on the clothing will help balance that issue though. if not maybe introducing similar elements/feeling throughout the body.
overall its def. coming along well. For now i would focus on silhouette break and balancing the shape and sizes to help lead your eyes around. Of course this is just my opinion.
While I fix some of the folds on the cloth here are some shots of the helmet, 2 versions, the biker and the tracker
Thanks to @tahakitan I worked again on her cloth, noticed the pants were a bit too large and that was the major problem on the lack of folds.
What you think? is it better or nah?
The ventilation piece in the middle is wider and is a separate from the main helmet body. Also the metal bracket goes down to the base of the helmet opening against the rubber grommet liner. There are also two body lines that run parallel with the bracket and ventilation piece.