[LATEST UPDATE]
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[ORIGINAL POST]Hello!
I'm looking for some feedback on a character I'm working on for a student project. It's going to be a 3D stylized female character inspired by the art style of World of Warcraft, League of Legends and Battlerite.
So far I've got a blockout for the body. I would like to know if the proportions seem to be alright. Some proportions are exaggerated, such as thicker thighs, longer neck, thinner waist and upper arms, but maybe it looks weird/wrong. The gap between the legs is probably also too big, but if I move them closer they get merged together on lower dynamesh resolutions, so I'll fix it when I make the retopo. (Same reason why her fingers are still a big blob)
It is based on this concept that I made (feedback on that is also very welcome!):
Side note: This is my first post, so if I did anything wrong please let me know!
Replies
As a more general update to this thread: She now also finally has an actual face!
Probably going to round up that forehead a little bit, I think I got a little too excited with the flatten brush. Planning to start retopoing the body & face soon.
(The perspective on the front and backview are a bit off because I didn't want to re-render all 3 sides individually for these minor tweaks)
EDIT: Just noticed I forgot some tweaks on the shins/below the knee, but I guess I can fix that after retopo if it's really jarring.
Any feedback on this would be greatly appreciated! Trying to keep everything quads for now, as I do think I might sculpt on it a bit more in Zbrush. Ears are still a massive work in progress, but they're a massive headache so I plan to do them after I've finished the body.
Will probably re-do the horns with some triangles here and there for the final retopo, but I think the facial topology is alright as a final version? Maybe a bit too high though...
Just throwing out ideas. Looks great so far!
That question is a bit of a toss up; it doesn't have to be animated and I don't plan on doing so myself, but I do want to get proper topology that can be taken to the animation step (as it'll be a portfolio piece eventually as well). However I also don't have the time to get too hung up about it, so in the end I did have to 'accept' some unfortunate polyloops. I did end up tweaking some of the weird edge-flows because I definitely wasn't happy with the side of the face, like you mentioned. Also tried to change the jaw angle/underchin plane as recommended, albeit I'm not sure the change is visible enough, some of it was undone whenever I tried to relax the topology in that area.
The hips were a nightmare to get right and I'm sure that the current edgeflow in that area is not exactly optimal, but I didn't want to waste too much time on the retopo, needed to start the high-poly ASAP.
Speaking of the highpoly...
Managed to get the blockout done and am now working on detailing!
Managed to get all of the detail from the initial dynamesh sculpt onto my retopo after some trial and error. I thinned down the legs because the several layers of material (metal on top of leather on top of cloth) making it look a bit too thick for my tastes. Currently almost all of the armour shapes are just rough dynameshed shapes and initially I planned to retopo those manually and then add the trimming and such later. However I ended up using the dynameshed shapes for the trimming anyway due to time constraints, the fact that I would have to retopo everything afterwards for the final 'game' model anyway and the fact that I managed to figure out a way to get fairly clean trimming without needed clean topology. Hoping to get this high poly done by the end of the week.
No clue how the heck I'm going to retopo the fur though... I'm thinking either hair-cards (which wouldn't look nice with the more stylized/chunky style that I want) or manually retopo'ing (which is a nightmare due to the number of tufts of hair). If anyone has any better ideas, feel free to share!
On the one hand it was easier and more convenient than I thought, but it also took longer than I planned. Now on to retopologizing this, baking and then texturing.