Hello Guys ! jumping on something new. No idea what to call her yet exactly, but going for sf stuff still very very early stage, but i start being happy with the silhouette and proportions.
I'm really digging the look of that robe / outfit, @HeV! Is she all from a personal concept or reference of yours, or are you just blocking out what feels right? Can't wait to see how the character develops
This is really cool! The linework is super clean and lovely. I think if i were to have any criticism it would be that the gorget makes her look like she has a really fat neck, combined with the way the robes wrap around the back, it *looks* from a thumbnail/distance view, like she has massive traps and a thick neck. It's an odd combination, but i think it will be fine when textured if you can contrast the two shapes with color.
Skinner3D haha glad she likes it ! almighty_gir good point. I expected this to be an issue but I like the result at the end. So I will probably keep it but will make sure the volumes are well defined when color is applied as you said Jarran thank you dondrapichrust absolutely flies only heh
Looks great! Proportions are a bit off though. Generally you want the elbow to line up with the naval when the arms are down. Really good work otherwise.
Did you mean with the "naval" as the line where the ribcage ends and the external oblique's flank part starts? Also, "naval" actually means something related to nautical navy vessels. I bet you meant "navel", since that's a belly button, and related to anatomy, heh.
I just checked a couple of 3D.sk female references where their arms were down, and the position of the navel varies a lot. Sometimes it's in the line of elbows, but rarely though. "The line where the ribcage ends and external oblique's flank part starts" was always happening.
w o w. agree with what everyone has said. beautiful work- those curves on the robe you have on the bottom work extremely well at giving her flow. great design and great sculpting
thanks for all the positive feedbacks and comments JudeMarv thanks, i will make sure the proportions look right, i changed the legs length a little bit already
It was a busy week but I managed to finish the low res mesh (about 42K triangles), so moving forward to the texture now
MBauer17 Actually the eyes are made of 2 different meshes. First one gives the cornea (the thin transparent skin that covers the eyeball) and the second the eyeball itself. The iris is incurvated inside the eyeball. Otherwise you would have a weird Iris deformation. And because there is liquid between the cornea and the iris, it gives a specific deformation due to refraction. hope it helps
Hey there so calling the texture done, I will be posing and render her next any feeback feel free ! Also i got asked about how I did the hair material so here is its marmoset settings
I really like your color choices and alternating hair colors, @HeV!
My only suggestion would be to change up the hue for her eyes. The white blind-looking mage eyes are awesome, but I feel like it hits a wall with the rest of her color palette having so much more saturation and energy. If she was wearing more of a desaturated gray / black / brown outfit the eyes would stand out more, but I don't think it's as noticeable in this situation.
Whatever steps you take I'm really looking forward to the poses and renders coming up! Thanks for including your hair's marmoset settings, too.
dGreenbergthanks for pointing this out actually i didn't mean to make her blind, but she has white iris/brown eyeball i will try to make it more contrasted
hello calling this one done for good, i posted TB Viewer and some more breakdowns on artstation : https://www.artstation.com/artwork/EPzP0 I had a lot of fun doing it and it was a great design exercise for me hope you'll like it !
She turned out great! Pushing the contrast on her sclera and pupil made that value of the iris pop much more! I really like the idea of the eye colors now that I can see it more clearly. Congrats on finishing the character
Replies
I don't use any specific reference for this one, i try to 3D sketch and blockout, good but tough exercise
calling the outfit done and moving forward to the hair
not sure exactly on the final haircut though
calling the high res done, and having fun with keyshot.
Any feedback please feel free
hope you'll like it !
Seriously nice sculpting though
Nice to see some original female outfit design, in contrast to omnipresent CoverOnlyAssAndNips armor/suit design
she moves only by flying? guessing from those straps around her knees which makes walking impossible
almighty_gir good point. I expected this to be an issue but I like the result at the end. So I will probably keep it but will make sure the volumes are well defined when color is applied as you said
Jarran thank you
dondrapichrust absolutely
Looookin like a snack. !
Did you mean with the "naval" as the line where the ribcage ends and the external oblique's flank part starts? Also, "naval" actually means something related to nautical navy vessels.
I just checked a couple of 3D.sk female references where their arms were down, and the position of the navel varies a lot. Sometimes it's in the line of elbows, but rarely though. "The line where the ribcage ends and external oblique's flank part starts" was always happening.
Ahaha, yeah I meant the navel. Thanks for the correction.
agree with what everyone has said. beautiful work- those curves on the robe you have on the bottom work extremely well at giving her flow.
great design and great sculpting
thanks for all the positive feedbacks and comments
JudeMarv thanks, i will make sure the proportions look right, i changed the legs length a little bit already
It was a busy week but I managed to finish the low res mesh (about 42K triangles), so moving forward to the texture now
First one gives the cornea (the thin transparent skin that covers the eyeball) and the second the eyeball itself. The iris is incurvated inside the eyeball. Otherwise you would have a weird Iris deformation.
And because there is liquid between the cornea and the iris, it gives a specific deformation due to refraction.
hope it helps
Other examples found on google :
Btw did you create your own texture maps for the eyes?
no it’s not my work on the above eyes, it was just some reference images to show how it works
Awesome
so calling the texture done, I will be posing and render her next
any feeback feel free !
Also i got asked about how I did the hair material so here is its marmoset settings
My only suggestion would be to change up the hue for her eyes. The white blind-looking mage eyes are awesome, but I feel like it hits a wall with the rest of her color palette having so much more saturation and energy. If she was wearing more of a desaturated gray / black / brown outfit the eyes would stand out more, but I don't think it's as noticeable in this situation.
Whatever steps you take I'm really looking forward to the poses and renders coming up! Thanks for including your hair's marmoset settings, too.
actually i didn't mean to make her blind, but she has white iris/brown eyeball
i will try to make it more contrasted
why do people insist on making it look like their female characters have a cold though?
might be a practice picked up from illustrators
calling this one done for good, i posted TB Viewer and some more breakdowns on artstation : https://www.artstation.com/artwork/EPzP0
I had a lot of fun doing it and it was a great design exercise for me
hope you'll like it !