Hey Guys,
Over the Past Few weeks, I've been working on creating a Realistic Chun-Li game ready Character. I managed to get to a point with the her, however after getting some useful feedback from a mentor- I can see that my version lacks the iconic visual cues that make Chun li Recognisable.
These include the : Broad/ puffy Shoulders, small waist, short torso, long legs and of course hairbuns.
Because my 1st attempt at Chun Li didn't have these cues and she DOESN'T look asian, my character was not recognizable as Chun Li. Furthermore, I needed to do a bit more research, I chose the Alpha costume and in which Chun Li is a lot younger so her body volumes and muscle mass won't be as big as the original.
I think I made her body way too curvaceous for the type of person who would be a fighter and I think the jacket could be changed to accentuate her broad shoulders.
Moving forward I will be aiming to capture these visual cues to make a better Chun Li!
Visual Cues:
Replies
Thanks Dude will do, like these bad boys (I joke) haha:
Couldn't agree with you more , you made some very good points here that I'll be trying to implement in the design, especially the banter weight stuff.
Thanks man, yeah I'm just gonna restart this one- I feel like I might save a lot more time doing so.
Cheers for the feedback!
She's chinese.
I'm using Reika Saiki and Angela Lee for reference:
I've still got a way to go with this, but i much prefer these proportions to the ones that I had. Feel free to comment where you think I can improve.
Hey Dude,
Thanks for pointing that out for me, yeah I'll be doing a pass after I get proportions right and I';ll fix these issues you mentioned up.
Appreciate the heads up!
I've made some more adjustments to Chun Li's Volumes. Hopefully this should look a tad more realistic than my last update. Now her, broad shoulders, small waist, long legs, short torso and thick quads are more obvious. I might have made her bum a little too big but I figured since her thighs were so big it would make sense to keep it in proportion to maintain balance.
I've started blocking in the clothes for the new body volumes for Chun Li. I had to go through some iterations to get the right shapes that I wanted. At one point I wanted to change the Jacket design but I feel like the bomber jacket look worked so I stuck with it. There's still a lot of cleanup neede but it's nice to see the character slowly come together.
Thank you
Now that I've retopologized the jacket and jumpsuit from Marvelous designer, I could start playing with shapes and colours for her design, and where I would be adding additional details.
These few weeks have been a bit on the hectic side, so not been as active, but I started chipping away clean up the fabrics and her face.
I tried to show what I was thinking with this paint-over:
Whatever you do, she's looking terrific and I can't wait to see how the rest of the character comes along. The face is coming out better with each update!
Hey man, thank you very much man I;m enjoying this one. Yeah dude I'll see to it, thanks for the paint over (very helpful). cheers for spotting this one for me.
Thanks man, I'll be sure to post updates, appreciate the help bud.
Hey folks, here's my progress with Chun-Li at the moment, been a while since I posted, but It's been good to get back into it, Looking forward to getting her finished and posed.
Agreed, the face is looking great and the detailing on the jacket is looking amazing. Can't wait to see her finished:)
I'm having a bit of trouble reading the material of her catsuit, it feels very thin at some points, and in my opinion a more athletic material would sell the design better. I'd look into athletic catsuits (think Serena Williams or figure skating suits) for reference.
on your last post I'd say the volume ( thickness, size ) of the hair feels thin. try to see if you push the hair out more from the head, giving it more form and volume, it looks better or not
I also feel like the bone beneath the eybrow, from 3/4 view looks too pushed in, it should be closer to the cheekbone's volume
I'd also experiment with making the ear bigger, and maybe a bit closer to the eyes ( move them a bit forward ) check and see how that looks..
anyway, great work keep it up
Heres a paint over and hopefully it makes sense
-regardless of nationality youll always be able to see those face planes.
for the nose always remember that the nose is like 2 tadpoles of cartilage that overlap each other. So even if you character has the button nose your going for here that indent will usually only be a certain height. yours is a little high.
-for the mouth always remember you have to large muscles on the corners of the mouth that connect around it. these 2 muscles and there connections drive the shape of it.
I hope this helps and sorry if it was a lot. Your doing awesome! this looks like its going to be a great piece!
Thanks for all the feedback guys, much appreciated. Apologies for the delay in response, I took a little bit of a break from the project, but now back it and ready to finish it off
@Ged, @v@vavavoom
Much appreciated Guys!
@ellakkaa
Thanks for pointing that out dude, I'll be going back and forth between texturing and cleanups to the sculpt, so I'll be able to make a change to the suit if it still looks too thin once textured.
@Cordero
Hey dude, thanks for pointing this year, yup I agree with you totally, the eyebrow area needs some clean ups, will get on that and I'll play around with the ear till it looks right. Thank you.
@artofmars
Hey dude, always great hearing from you. Yup love the feedback, I hear you about the face planes, moving forward I'll be incorporating these points into my characters.
I Agree, I'll make those changes to the greater alar cartilage. thanks for pointing this out. Thanks man I'll give the mouth area another look into to get the right shape of the orbicularis oris
Much appreciated you legend!
@DanNC
Thanks very much dude, as for the eyes, I was given the material by one of my friends, but for the iris colours I just polypainted.
@Lou_
Thanks very much dude, will get the ears cleaned up it definitely helps- much appreciated man.
Hey Folks, been getting busy with Chunnerz these past few days. It was nice seeing it on Arstation:
I've made a number of the changes to Chun Li from the feedback mentioned above. First of all been using texturing xyz to get those nice surface details and noise on her face.
Once this was projected through the different layers, I go through and clean up the areas that don't look to right like between the eyes and around the mouth for example.
Once this is done I retopologized the body even though I was working from a base mesh, I felt that the facial topology especially could use better loops. I used Wrap3 to wrap my new topology to my high poly.
Moving on with this I did the retop of the model, even though I was working from a base mesh, I felt the topology good be better.
Still cleaning up but the topology but at least the game ready mesh is at a workable point now. She currently stands at 38k triangles.
Once that was just I just started blocking out textures for her, getting a rough feel of things. Still early days on this but glad to start seeing it coming through (ignore the double eyebrow haha).
Any feedback for improvement is always welcome
A good friend of min, Blair Armitage, made a good recommendation to improve the look of the jumpsuit. She mentioned it might be worthwhile looking at running wear to see how they incorporate weaving and panelling into their designs. So I'll be jazzing up Chun Li's Jumpsuit taking some of the Nike running attire designs:
Hey Folks, This week gone, I started blocking out the textures for Chun Li. I'm digging the sporty look at the moment, however colours aren't final. It's good seeing it all starting to come together.
All feedback welcome
Hey Folks, Starting to get there slowly with the textures now. Did a bit more work on the face and jacket. I still need to add seams to the jumpsuit and stitching to the rest of the clothing.
Hey Guys, so after looking at the render mentioned above, I felt the scene lighting and camera settings were off a lot. the skin looked more diffuse than PBR.
As @ar@artofmars correctly stated a lot of normal details were beginning to get lost. I loaded her into a previous scene and began editing the lighting and raising the contrasts.
I'm using the tokyo preset HDRI. It will mean that I need to edit the Roughness map to these new properties. but it will be worth it in the end.
in the mean time I'll be working on the hair.
definitely bump up thats skin variation as @slosh said
Also here is one of my favorite hair tuts using xgen
https://www.artstation.com/artwork/B5ea9
hope this helps, keep pushing. this is going top be a great piece
Hey Folks, so made a number of changes to Chun Li based on the feedback from @artofmars and @slosh. I made a lot of changes to the Roughness maps, namely widening the contrast.
4K View
https://www.youtube.com/watch?v=cR4DbHed0z8
Stunning model, Congrats!
A few closer shots for you to see her, pose coming soon.
@Alemja Thank you very much Glad you like it
@WaleedAbid Cheers dude, appreciate it a lot.