Here's some progress. I tweaked a bit the proportions and did the high poly for everything. I'll tweak the face some more later. I blocked in some hairs as single side geometry that I will extrude later.
Thank you @carvuliero ! I applied what you said and something else I got from another forum.
Overall I modified the body shape, reduced calf size, simplified the knee, tweaked the shoes. I also worked a bit more on the face and hairs. Hairs are in DynamicSubdiv and will get some volume and and be more squared at their ends when I will add thickness.
Small update. I started retopo and UVs. Only hairs and eye missing, plus some UV island scaling to do, a little more resolution to the face and less to those pants and shoes probably.
I am thinking how to retopo the hairs. For a game version would be better to have all hairs combined, or retopo each strands? A bit of both maybe? Suggestions on this topic are really appreciated.
Great job on her! The pose is super cute. Maybe try to get in some slight color shifts on her clothes? The skin looks great with the subtle mottling going on, but the clothes look really simple in comparison. So maybe gradients or hue variation could do the trick.
@Nuclear Angel Thanks for the feedback! Yes I use this character mainly to get better at texturing skin. I tried to add more details in the roughness channel for clothes, but I see it doesn't show up as much I thought. I'll go ever it again
Do you need such a tight restriction on polycount? I believe you'd benefit from a bit more definition in the hair and eyes, it's a bit too distracting and you're loosing a lot from the nice sculpt you did.
@Edrice I thought it to be a game character not supposed to be seen too close, therefore I tried to save polys where I was able. Now that you mention it I think I could have used a bit more.
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