[WIP] Sniper Wolf - Metal Gear Solid Next Gen character

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JustAfterDark triangle
So, here she is! 1st of all I want to thank again all those people that insisted on me learning anatomy. Really thankful for that.
I will break down piece by piece the whole project.
References:
Base mesh:
I tried to drift away a bit from the manga style on Shinkawa's concept but still trying to keep her pronounced chin and pointy nose.
Hair was sculpted as a place holder. I still have to learn how to make it in XGen or Fibermesh or something in between.

I hope you like it, I will keep updating as progress is being made. Feedback and critiques are very much welcomed. Thanks for checking in!

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  • Ashervisalis
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    Ashervisalis polycount lvl 666
    Hey, are you using reference for the face? Proportions and anatomy are way off.
  • slosh
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    slosh quad damage
    I would nuke the hair til you nail the anatomy on the face and head.  It will throw you off.
  • JustAfterDark
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    JustAfterDark triangle
    @Ashervisalis @slosh Hey guys, thanks for coming by. References:
    Sharing another shot without hair just in case things look less off now.

    Let me know, thanks!
  • Ashervisalis
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    Ashervisalis polycount lvl 666
    I would drop the divisions a few times and work on the form of the face more.

    - Nose bridge is far too narrow, especially in proportion to the size of the end of her nose.
    - Sides of the mouth are really flat.
    - Eye lids are too thin.
    - Her ears look really far back.
    - Her mouth is possible too wide.

    I think you should study the planes of the face, as well as facial anatomy. For some reference images, keep some pics of facial muscular and skeletal structure handy. If you're not doing so yet, download the program PureRef, it's amazing, and free. Keep going!!
  • JustAfterDark
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    JustAfterDark triangle
    @Ashervisalis I'm sorry for the lack of response, I've been dealing with some stuff at home. I hope to be able to come back soon. Thanks for the feedback man.
  • Ashervisalis
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    Ashervisalis polycount lvl 666
  • JustAfterDark
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    JustAfterDark triangle
    I finally had some time to work on this again. Been learning general anatomy as well (body/face).

    @Ashervisalis @slosh I applied your suggestions, I'm very happy to be learning anatomy, to be honest. I'll do the hair when finally decide what will I use for it. This is at subdivision level 4, not much details to see yet until I'm sure everything sits correctly.
  • JustAfterDark
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    JustAfterDark triangle
    1st ZBrush gif ever!
    More or less, the base mesh is finished, except for the arms, hands, legs and feet, that still need some adjustments and general detailing of the skin, etc. But I think basic proportions are correct (finally) but, who knows, I probably will see something tomorrow or the next day since I'm still in a very noob anatomy phase. I also worked on the face a bit more today, tweaking ears and mouth mostly.

    As usual, comments and feedback are very much appreciated. Thanks for checking in!
  • vavavoom
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    vavavoom polycounter lvl 8
    Hi~
    It's hard to make out the anatomy because your gif is spinning so fast... but it's looking better I think :)

    Are you looking to match a particular reference for this character, or it's your own interpretation of it? 

    - Ears need some more attention. Use the slice tool to carve a little gap at the top. Now it's joined directly to the head, looks unnatural.
    - Chin seems very protruded, but some people do have more prominent chins, so I guess it depends on the style you want
    - From what I can catch in the spinny gif, her feet look very weird....

    I recommend just show regular front / side, maybe some angled images of the whole body model rather than the spinny gif. 
    Can't make paintovers from the spinning gif....
  • JustAfterDark
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    JustAfterDark triangle
    @vavavoom The character is my interpretation of what she would look like if the game was released in 2020 based on the references I shared. Trying to stay closer to a more realistic look than the original or the remake's looks. Think of her of something like what Capcom did with RE2 and now RE3. I will of course share more references in the future for the outfit and gear as the project moves on.

    Yeah, totally, don't worry about the feet, legs and arms. Today I worked a bit on the arms actually to block out some more the muscles and learn them, will move to the lower body when I can. I can see what you mean on the ear, I was a bit tired and didn't see that, thanks. The chin is prominent based on Shinkawa's concept and the remake itself, it's kind of hard to see inside the forum, but you can open the collage in another tab by right clicking on it>view image on Firefox ;) Thanks for cheking in, dude!

    P.S.: don't worry about paint overs, sooner or later one has to learn anatomy on his own. I'm glad I'm doing it now :)

  • ChiNguyen
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    ChiNguyen keyframe
    Your body proportions and facial structures is looking pretty good so far! Good work!
  • JustAfterDark
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    JustAfterDark triangle
    Thanks @ChiNguyen I hope to be able to give an update soon :)
  • JustAfterDark
    Been working on/off during the holidays (happy new year btw!). I believe the basemesh is finally finished for good.

    As usual, thanks for checking in, leave your feedback/comments below if you want :)
  • JustAfterDark
    Finished blocking out the outfit. Will share each gear piece as progress is made on the high poly
    (I have to find a way to reduce gif size and still have decent quality) :#



  • JustAfterDark
    Jacket
    I'm calling the jacket done (for now), further details will be added in Substance, but I'm unsure if noise should be added in ZBrush or if it's better to do it in Substance. Anyways here it is :)
    Updated with new ZBrush BPR:

    Previous ZBrush BPR with NO gravity improvements:

    References:

  • Raybees
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    Raybees polycounter lvl 7
    I feel the boobs are way too big, or at least if they were that big they would have way more sag to them especially with no bra. Its 20 Lbs of tissue each, not balloons full of helium.
  • slosh
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    slosh quad damage
    I agree.  You've exaggerated the anatomy too much IMO.  She feels like a porn star character.  I think its ok to idealize height but you should make her figure more natural.  Her chin feels a bit too pronounced as well.  
  • JustAfterDark
    @Raybees You are absolutely right, further investigation on the matter made me come to the conclusion that one needs references from all angles and postures to have a clear idea of how gravity works, so thank you kindly.
    I knew the jacket didn't fit well, in the base mesh I didn't notice it, so I went ahead and shared it expecting this kind of feedback to help me see what was wrong.
    @slosh Chin is like that based on Shinkawa's concept, check the middle drawing in the reference board, but you are the second person to point it out so I'll have it in mind when working again on the face. And I certainly don't want her to look like a porn start with fake boobs. Thanks guys.
    Sharing the elbow pads now:

    References:
  • JustAfterDark
    Keep on keeping on. Tactical gloves:

    References:

  • JustAfterDark
    Today we have the tactical belt, its buckle and the ammo pouches but I also did a PSG-1 magazine for two ammo pouches that I will reuse when I make the sniper rifle:
    BONUS PICTURE!
    References:
    I'm calling the upper body done. Jacket, elbow pads, tactical gloves, necklace, ammo pouches, tactical belt and all their small high-poly tiny details.

    Leave your feedback and comments. I hope you like it :)
  • JustAfterDark
  • JustAfterDark
    Here we go! Boots:
    References:
    With this, the high poly for the outfit is done, unless I find something I want to add somewhere I didn't see before (which I did XD). Moving now to the face to make the eyes and the final facial structures and skin, also details on the rest of the body. Thanks for checking in :)
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