Hey all! Here is a character I have been working on in my free time - Eri Hasu. The Concept is by the super talented Angel Huerta. I still have a few things to finalize on the model, but its far enough along for any feedback - which is always appreciated! I added some stuff here and there for movement and what not as well ^^. I should have the big sword up soon as well. On wards!
Hello! I've seen your Overwatch Link 3D model floating around the internet. It's pretty impressive.
Your Eri Hasu character model looks just as polished as well. If I might nitpick;
- Are her goggles around he neck a separate object? It's fine if they are, it's just hard to tell from the screenshots. (Also, I'm not sure why she has goggles if she also has a futuristic eyepatch cover one eye.) - Maybe make her eyebrow less sharp by rounding off the corners. They appear less sharp in the original concept which I like the look of more. - Is the character half-robot, or is she wearing hi-tech armor? - I think the pink scarf round her neck is meant to be long and flowing behind her like in the original concept. - The blue circular joint in the middle of her torso should be more concave. It looks too flat from the screenshot. - Maybe reduce the gap between those the objects hanging round her belt? (On her left side.) - I think there's another appendage on the front of her torso from the original concept; the one with the asian lettering. I think that needs adding to the model.
That's all I picked out. I can't wait to see the final render.
Really appreciate the extensive feedback! So - They are indeed separate: I agree that the lack of separation is pretty apparent - I will see about fixing that up. Also I am not sure why they are designed that way considering the eye patch. - Agreed! I have a terrible habit of making those too sharp haha - If you go to Angel's artstation and find this piece he has a blurb explaining her origin story (it is linked at the top) - The scarf from the back has a kind of computer chip attachment that it hangs from - I will update this thread with the turn around shot. - Agreed! - I see, those pieces do look too far from each other haha ty - That piece is actually on there its just hidden from where I have the belt sitting - I will see about moving things around to make it more visible. I also adjusted that area since in the concept its not entirely clear whats happening in her groin area. I added some parts to make it feel more "fit". Additionally the anatomy of that area in the concept seemed....long? So I took some liberties with it.
Thanks again!
@jpr haha good choice! Thats very kind of you, thanks! Link me if you post on here I would love to see your progress on her.
O.K Bunch of really small changes and adjustments - belt, back pieces, new leg armor sections, adjusted the scarf size, and goggle adjustments,. I would say the biggest changes are the face and the overall head size. Something about the face was bugging me so I adjusted some features, feel a bit better about it- so hopefully it looks better ^^. Should have the sword and other final adjustments up tomorrow.
Ok work has cooled down.... time to finish this up! I wasn't super happy with her right forearm robo bits. I remade the whole section to try and find something that worked with the style of the rest of her armor, a cleaner silhouette, and a more connected feel - while trying to stay close to the concept. Also polished up some other bits here and there. Unless I get some new feedback on her, its off to the Low Poly!
@RitualSynergY This is looking great. I'm loving the clean and define edge your getting with your sculpt as well as the hard surface piece on it. I was wondering what render you use for your work in progress images for thread? Also if your using Zbrush what matcap do you use on your sculpt before rendering these images?
@Iced_Latte thanks a lot! @ruebenDodds ty! Mainly just screen grabs from zbrush - the bot is a SS from Maya and the sword HP is in Marmoset. The images I uploaded today are all Marmoset though. I use the zbro Paint MatCap. @Krano thanks! Good news then, an animator friend of mine plans on making an animation for her
Here's all the low polys, no AO or anything - the base materials will be up soon too. Onwards!
I went a bit past base materials haha but I just wanted to keep going. I still have to add a few things here and there but other than the subsurface for the face, anisotropic hair, glow, glass, etc - I'm prob going to move on to rigging and lighting. Any feedback is always welcome!
Love where you're going with the colors dude! Saturation is great and your mesh on the right leg and back cloth works very well. Her goggles and belt read much better now, keep up the good work!
O.K adjusted a lot of the metals, especially the pink, removed the noise on the leather as I felt it was clashing with the style. Also added some more gradients that are hopefully more obvious. Added the anisotropic to the hair (White hair was fun O_o) added the glow and some other random FX. Just have to finalize some small texture work (like the text haha) and what not. The pose is pretty far along just have to fix the clipping. Other than some serious "wtf are you thinking!?" feedback Ill prolly just work on lighting and such. Onward!
I'm a big fan of the final result, @RitualSynergY! Her details and pose look great, and you definitely brought your own character into the mix. Great job!
Replies
Your Eri Hasu character model looks just as polished as well. If I might nitpick;
- Are her goggles around he neck a separate object? It's fine if they are, it's just hard to tell from the screenshots. (Also, I'm not sure why she has goggles if she also has a futuristic eyepatch cover one eye.)
- Maybe make her eyebrow less sharp by rounding off the corners. They appear less sharp in the original concept which I like the look of more.
- Is the character half-robot, or is she wearing hi-tech armor?
- I think the pink scarf round her neck is meant to be long and flowing behind her like in the original concept.
- The blue circular joint in the middle of her torso should be more concave. It looks too flat from the screenshot.
- Maybe reduce the gap between those the objects hanging round her belt? (On her left side.)
- I think there's another appendage on the front of her torso from the original concept; the one with the asian lettering. I think that needs adding to the model.
That's all I picked out. I can't wait to see the final render.
Really appreciate the extensive feedback!
So - They are indeed separate: I agree that the lack of separation is pretty apparent - I will see about fixing that up. Also I am not sure why they are designed that way considering the eye patch.
- Agreed! I have a terrible habit of making those too sharp haha
- If you go to Angel's artstation and find this piece he has a blurb explaining her origin story
- The scarf from the back has a kind of computer chip attachment that it hangs from - I will update this thread with the turn around shot.
- Agreed!
- I see, those pieces do look too far from each other haha ty
- That piece is actually on there its just hidden from where I have the belt sitting - I will see about moving things around to make it more visible. I also adjusted that area since in the concept its not entirely clear whats happening in her groin area. I added some parts to make it feel more "fit". Additionally the anatomy of that area in the concept seemed....long? So I took some liberties with it.
Thanks again!
@jpr haha good choice!
O.K Bunch of really small changes and adjustments - belt, back pieces, new leg armor sections, adjusted the scarf size, and goggle adjustments,. I would say the biggest changes are the face and the overall head size. Something about the face was bugging me so I adjusted some features, feel a bit better about it- so hopefully it looks better ^^. Should have the sword and other final adjustments up tomorrow.
@JECHaas appreciate it
@lotet - thank you! I totally agree, adjusted the head without thinking about the other bits haha! ty
Here is the main sword - now to just finish up some other parts.
@lotet appreciate it - everything was Maya except for the handle wrap - that was some quick zbrush
@CaesarAlbertus thanks!
Ok work has cooled down.... time to finish this up! I wasn't super happy with her right forearm robo bits. I remade the whole section to try and find something that worked with the style of the rest of her armor, a cleaner silhouette, and a more connected feel - while trying to stay close to the concept. Also polished up some other bits here and there. Unless I get some new feedback on her, its off to the Low Poly!
@ruebenDodds ty! Mainly just screen grabs from zbrush - the bot is a SS from Maya and the sword HP is in Marmoset. The images I uploaded today are all Marmoset though.
@Krano thanks! Good news then, an animator friend of mine plans on making an animation for her
Here's all the low polys, no AO or anything - the base materials will be up soon too. Onwards!
O.K adjusted a lot of the metals, especially the pink, removed the noise on the leather as I felt it was clashing with the style. Also added some more gradients that are hopefully more obvious. Added the anisotropic to the hair (White hair was fun O_o) added the glow and some other random FX. Just have to finalize some small texture work (like the text haha) and what not. The pose is pretty far along just have to fix the clipping. Other than some serious "wtf are you thinking!?" feedback Ill prolly just work on lighting and such. Onward!
Everything else is up on my artstation -
https://www.artstation.com/artwork/yvnqn