Greetings !
When I first came to polycount I was advised to add at least one realistic or semi realistic character to my portfolio.
However, obviously this will require SSS and realistic hair.
I chose this character because she has hair and, by design, all her skin is hidden, except for the face.
This way, I can concentrate on one element and It It will not require big texture for SSS
estimated polycount and texture : ~25 k tris and 2048x2048
Blocking
Finished retopology and basic detail
I will continue to update this topic as the work progresses
Thanks for looking, and please let me know what you think!
Replies
I would also personally put the shin guards all the way around her leg with an arc in the back just like you have in the front. Having actually worn armor I would get severe blisters from the pointy bits near the ankle if it was designed like that.
It's obviously needs more tweaking, but for now i leave it as it is.
This topic was really helpful in terms of baking hair cards :
http://polycount.com/discussion/155403/baking-hair-fur-from-max-using-projection
I think you need to go back and re-work a lot of your sculpt, particularly the face. You're missing a lot of the stylistic cues from the show, particularly in the shape of the nose and jawline. You're using flat hair-planes when they have these awesome chunky shapes, etc.
Stop rushing, do it right. You've already said "As for design, since the concept is not mine, I would like to stick to it as much as possible." So do it.
And how do you make "chunky shapes" with flat cards ??
You either follow the original style, or you make all of her realistic and just give her the outfit you've chosen. In either case you need to go back and redo a ton of stuff. Your choice, but as it stands right now this is just a mess of things not working well due to a huge clash of styles.
Then again, there was this one game that had an amazing sense of stylised proportions, with largely realistic/heavily detailed textures:
Honestly, i think you need to decide what it is you're trying to achieve here. Do you want to practice realistic skin and hair? then make a realistic looking character. Or do you want to make something that looks like it belongs in XMan: Evolution? If so, make a full-on stylized character.
I mean, maybe you're thinking of doing something akin to FFXV?
so if I have to chose, I guess, i'll take the second option.
I've never played FFXV, or any Final Fantasy for that matter, so I dunno...maybe.
Meanwhile :
At this point, I'm interested in what material is her costume?
Is it leather or rubber or latex?
What kind of texture should it be?
So I think you should follow almighty_girs advice and go back to your sculpt but this time focus on a realistic approach finding clear references to build up the proportions and structure.
And as you wrote up top, "When I first came to polycount I was advised to add at least one realistic or semi realistic character to my portfolio.
However, obviously this will require SSS and realistic hair.", when you create a realistic character SSS and realistic hair is so far from being the most important stuff in that advice. What I think you should focus on is realistic or semirealistic anatomy and structure, go back to the basics and study. Once that base is solid, then you can start making really awesome characters and SSS with cool realistic hair.
At least that is my opinion on what I think you should focus on. I do not think you should finish up this character without learning the basics or have a goal of learning those basics with this character.
Would you mind specify mistakes that i made, so i could see them, fix them and learn not to do them again ??
In the end,
this is what this topic is for, isn't it?
She's got some real roundness in her face and around her cheeks that you're missing currently because your cheeks are pulling in too much. You're also completely missing any definition in your sternocleidomastoid in the neck forms, which may not have been pushed in the show because of how simple of an animation style it was but if it's missing on your sculpt if you're doing anything other than a strict interpretation will read as a lack of understanding about anatomy, it currently looks like it's only connecting outwards, not inwards.
I would say if you want to go more realistic, or even if you just want to get those facial volumes right go out, find reference for a real person, and try and match your volumes as much as your silhouette.
Some places you can start, google planes of the face, facial anatomy and go to 3d.sk to find solid turnaround reference that you can use to find your base. If your anatomical information isn't all there your sculpt isn't going to look realistic no matter how much time you put into it, and the fastest way to learn about realistic anatomy is to research and emulate it.