Hello,
I am making a bust for my favorite champ in LoL, Heres is the splash art for the champion taken from Lol website:
ill eventually put it through the entire pipeline and render in marmoset. My goal for this project is to make her look realistic while also staying true to the characters design
i am currently sculpting it in zbrush, the hair will eventually be changed its just a rough sculpt for that will serve as a guide for the hair cards.
Any critiques especially about the face are greatly appreciated
Here are some images of the current progress.
Replies
You might benefit from keeping all of your subtools at relatively low subdivisions while you're nailing down the primary forms. Try to resist the urge to subdivide and jump to details too quick, as that's when things start to get muddy.
It looks like the same thing is starting to happen to her face. It gets difficult to smooth out the muddiness when your subdivision is too high.
Keep it up!
Currently, i have to finish the arm armor and then ill probably do a damage pass through all the hard surface pieces. Im thinking about how to approach the pore details on the face, i can't decide whether zbrush or substance painter will be better for that.