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Our Lady of Hyrule [Work in Progress]

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MBauer17 greentooth
I am building this over a second time after the first attempt (the second image attached). I learned some critical things such as never ever, ever, ever pose until you're done modelling. Second, I'm starting to learn to control the curve brush but it's still a nightmare and a half, although I love the control it brings for hair. And third, I'm focusing more on aesthetics of a bust. This time, I wanted to go for the "Our Lady of Guadalupe" aesthetic that is very familiar to those who have been in any Latio Catholic Church. 





The original where lessons were learned



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  • LSheridan
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    LSheridan polycounter lvl 6
    I'd say focus just on the anatomy for now. Keep in mind the importance of the collar bone and sternum. 
  • MBauer17
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    MBauer17 greentooth
    @LSheridan
    Yes thank you! I havent even touched the torso yet but I will today. Thank you for the reference, it'll go to great use.
  • MBauer17
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    MBauer17 greentooth
    Today's work included blocking out the hair and adding some hair assets as well as creating a jewel for the center to break up the bangs. Haven't touched the torso yet, which will probably be on tomorrow's list of things to do, as well as create the shawl.

  • MBauer17
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    MBauer17 greentooth
    Started to block out the vest and hands today and added leaves to the crown. I don't want to continue down below the waist simply because I'd rather just complete this instead of build build build. 

    Things to do: Fix neck/collarbone, Finish hair, create shawl (not sure how I'm going to build that)

  • MBauer17
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    MBauer17 greentooth


    Going to call it done with the high poly - started building the low poly stuff. End goal is to create a completed low poly model
  • Ged
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    Ged interpolator
    woah I wouldnt call the highpoly done there, your anatomy is significantly off, the head looks decent but the torso and arms need work on the primary forms. where do your elbows come down to when you hold your arms at your sides? usually its about where your belly button is, your characters elbows are way too high up and the neck is oddly triangularand the chest genearlly looks a bit mushy. the wrist also looks odd the way it translates to the hand.
  • MBauer17
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    MBauer17 greentooth
    @Ged
     Yeah I agree, I noticed these things too but I really need to improve on other things that are way worse down in the pipeline. I don't know how to retopologize well, and I have little to no experience with texturing and UV mapping skills are really bad. I'm going to take this model as it is because it doesn't need to be AAA perfect. I just need something to work on other things with. 
  • Neox
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    Neox godlike master sticky
    honestly, if you don't fix the problems at its roots, the final output will always be kinda bad. one step at a time, a retopo of a mediocre high will only result in a mediocre low, will result in a mediocre texture and final asset. 
  • MBauer17
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    MBauer17 greentooth
    @neox yeah, thats good point i'm just dissatisfied with my quality lately and unable to push out anything i consider halfway decent. i just want to create one solid workflow model. i end up trashing everything i start and never fully commit because i get frustrated 
  • almighty_gir
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    almighty_gir ngon master
    MBauer17 said:
    @neox yeah, thats good point i'm just dissatisfied with my quality lately and unable to push out anything i consider halfway decent. i just want to create one solid workflow model. i end up trashing everything i start and never fully commit because i get frustrated 
    You should be dissatisfied with the quality of your work, this isn't a great piece, but it COULD be. And every time you ignore the flaws and push for a finished but sucky piece of work, you're only perpetuating the cycle. It's okay to get frustrated, fight past that. Make it excellent, make it something you're proud of.
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