Edit: Final render
Link to ArtStation:
https://www.artstation.com/artwork/baGQJrThis is Azula, I've been working on this model on and off and was mainly using it for practice on a couple techniques but I want to fully flesh out the character now. I have bits and pieces of progress kind of everywhere right now but I'll dump the progress so far. I've sculpted a good amount of the character already and have retopoligized most of the character. Still working on UVs and the hands especially. The shoes need some work and I really just want to work on getting the appeal of this character down. I'm going to auto rig this model as well at the end hence why she's not posed.
Things I would like feedback on:
- I've gotten used to making the hair have the anisotropic shading now but I'm having a hard time with the transition of the hairline.
- I wanted to get some thoughts about the general silhouette as well, Avatar really excells in its 2D medium so I'm not really trying to make a 3D version of the 2D style, it's more just informing the design.
How I did this eyes for the renders above.
These are also some early screen grabs of the zbrush sculpt so you can gauge where I started with this project.
Also for the hair, this is the flow map I made, it seems to work well but I also just started doing these so if you notice anything I should fix let me know.
Some extra information:
Programs I'm using: Zbrush, Maya, Marmoset (For baking and rendering), and Substance Painter.
Let me know what you think, thanks!
Replies
Also I'll post a breakdown of how I did a few things in the next post.
Next I will most likely be using an auto rigger this time and just spend time fixing the skinning. I don't want to spend too much in set up this time around since my last project took so long because of that.
ArtStation: https://www.artstation.com/artwork/baGQJr
I like the eye solution.
And I do agree about the hands as well. I need to take some time and really find a good workflow for hands because I think I rush them since I struggle making them.