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[Character] Hacker - Workflow Blog

Hi there!

I am currently taking part in the Search For A Star 2020 competition, as a side project from my last year in the game art university course. I will be documenting here my workflow, so any feedback shall be grateful!

REMINDER: This work will be produced in around 70 hours to follow the brief of the competition, and the deadline is 26th of January 2020.

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PART 1 - Pre-Production

For my theme, I have decided to make a character based on the theme of a hacker. This was greatly inspired by my love for games like Watch Dogs 2 and Mirror's Edge.

Moodboard:


Concept sketch: 


Colour palette tests:

I might mix and match colours from the colour palette tests, since I do not have any favourites right now... I will most likely explore it more later on.

Overall, I am planning to produce a female hacker character and the following props: laptop, bag, phone and earphones(?). And I will want to produce a small simplistic scene.

Replies

  • sarienotsarie
    PART 2 - BLOCKOUT + BODY SCULPTING

    This will be first time I am going for a realistic 3d character style, so there might be a few mistakes, but hopefully I can do a good job!
    In general, I am planning to have a poly limit of around 100k and maybe an aditional 20-50k for the hair (I did some research and this seems like an appropriate amount)...

    Blockout:


    Body workflow:




    Head:



  • oreoorbitz
    Offline / Send Message
    oreoorbitz polycounter lvl 9
    Hi there.

    I'll focus on the head, as that is what i'm best at the moment.

    So first the proportions.

    the the space from the bottom of the nose to the eyebrows, is too long, compared to the distance from bottom of nose to bottom of chin.

    The red part line is where the brow should be.
    Then bring down the skull in proportion too.

    Next, its hard to tell exactly from just the front view, but the cheek book seems  a bit flat, its missing the subtle form of the zygomatic bone.


    its hard to explain the shape of the zygomatic.
    I feel like your missing the volume of the edge of the zygomatic, the area where the bone switches directions.

    here you can see an example in this model of a skull I found online, I drew the transition area of the zygomatic in red.

    Hope this helps. Your off too a good start.
  • sarienotsarie
    Hi there.

    I'll focus on the head, as that is what i'm best at the moment.

    So first the proportions.

    the the space from the bottom of the nose to the eyebrows, is too long, compared to the distance from bottom of nose to bottom of chin.

    The red part line is where the brow should be.
    Then bring down the skull in proportion too.

    Next, its hard to tell exactly from just the front view, but the cheek book seems  a bit flat, its missing the subtle form of the zygomatic bone.


    its hard to explain the shape of the zygomatic.
    I feel like your missing the volume of the edge of the zygomatic, the area where the bone switches directions.

    here you can see an example in this model of a skull I found online, I drew the transition area of the zygomatic in red.

    Hope this helps. Your off too a good start.
    Thank you so much for the advice! 
    I have not realised that the ears were not the right proportion, it's easy to not see it when you dont check it properly I guess.
    So I fixed up the ear placement as you advice. Here are front view, 3/4 view and side view of the head...


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