Hi everyone! ♥
I'm new to polycount, I want to improve my art in general. I feel like posting it here and getting feedback would be a great start.
I feel a bit scared of showing my work as it's nowhere near as amazing as all of the other posts, but I guess everyone starts somewhere!
This is one of the two characters that I'm working on for my final major project at university. The character is an average girl in her 20s.
I started the model using primitives and dynamesh. I am still very lost finding a style for the character. I want it to be stylised, something like Overwatch or League characters, specially the ones in the
K/DA video
Replies
Added Toes
Made some changes, specially to the face and refined it more
I polypainted the face here (though I turn it off while sculpting because I get a bit confused with the lights and shadows):
I find it really difficult as well to sculpt hands, here are some early wips of the hands incase it helps !
The base of the hand started off with a sphere, but I used the taper option to make it into a square and then shaped it with the move brush. Then I started adding cylinders and for the finger tip I used a sphere. I still need to work a lot on the hands, but I will be posting progress
And thank you for the references and the wiki!! (I had no idea about them! )
I'm really liking the face though she's really cute! I wonder if pushing the size and angle of her eyes could make her more stylised just to tease it beyond reality a tad more? Hope some of these ramblings might help lmao
(ignore the shoulders )
I find it so tricky to know what's right in stylised proportions, does it look good or should I make the torso shorter?
In the concept art of K/DA the legs are more exaggerated, but I don't think I want the legs so long for this project
(another weird image sorry lol) But yeah! you are right, that actually helps a lot, I feel like I should make them a bit shorter!
And thank you! I'm glad you like the face, I will try playing with the angle of her eyes! Thank you so much
(now looking at this picture I can see the issue for the shoulders, I was focusing on the top part of them, but I think is underneath the shoulders where it needs fixing)
Made the face a bit more stylised based on the feedback! (I think I like it a lot more now!)
I finished the retopology (I am still not finished with the highpoly, but I'm thinking of reprojecting the details and continue working on it)
I feel like the retopo for the hands is not very good, I don't know (I still need to make the fingers thicker, maybe that's why it looks weird?)
if someone can give me critique on this that would be great! (or the topology in general)
I've also have done some quick photobashing to see what outfit would suit the character.
She is 18-22 years old girl that goes to university and suffers from mental health problems. How I imagine her is like a sweet and creative person that just wants to fit in with the rest of the people and make friends.
I've also been looking at the art of Life is Strange, as I think its kind of what I'm looking for in terms of clothing for this character.
I will be using Marvelous Designer for the clothes but I still want to explore how other outfits would look
(clothes in this pic are not final, they are just for now)
Apart from the outfit, I also need to work on her hands and hair, so I will continue updating soon
I have another character for this same project, which is a creature. Not sure if I should post it here, or just start a new thread with the progress of the creature
Thanks so far everyone for the wonderful feedback !
Made the coat in ZBrush and also changed her face
These are some ref images that I'm using for the character:
I want to create a pattern with the roses like the ones in her dress (picture on the right) and I'm working on a palette that will match both of the characters. Link to the other character post
Emily on Sketchfab and Artstation
♥ Emily ♥
a few tips regarding uvws: it's a good idea to keep everything that you can "vertical" on the uvws. for example, try and avoid rotating the head in the uvw space, keep it straight ( you can see thick white lines on the image below to show you some of the examples )
so basically, whenever you have something that is symmetrical, it is a very good idea to try and keep it symmetrical in the UVW space as well, keeping the mirror line vertical on the uvw space, just as on the geometry.
another quick tip is, if you UVW everything to one texture map, you can try and scale up the face and eyes of the uvw map, so they will have more texture resolution to them. that is good, because you can paint in more detail there, and generally the face is the spot which draws the most attention, and is shown quite often.
good luck with your next projects!