Hey guys I could use to help on her armor. I know it doesn’t look right or proportional so what can I do to make it look better and right? Her leg armor feels off I modeled them inside Maya and topogun as low poly and sculpt them inside zbrush high poly.
Hey, I think this is the third time you've posted asking for help about this and this time you didn't even upload any images so without going back to your old posts, I wouldn't know what you were talking about. It would be better to add to your previous thread rather than start a whole new one as people can see what has already been discussed without repeated each other
Rough Sculpt Sketch Block everything in first, and then start measuring.
Use propotional measuring. Use the length of the head as a relative ruler. That is to say, assuming the head stays static in length, use that as the measuring stick. It's a figure drawing practice to judge proportional lengths.
Right now the hips are too narrow. They need to be as wide as the jacket's width at the shoulder tips, as it is in the concept.
Hey guys can you help me with her face. I need to work on the planes better believe I have the form right but it just doesn't look and feel right to me. Especially her eyes, lips nose and forehead. What do you guys think.
Hey guys I'm having a tough time on doing the stylized hair for my rose character lol I'm just not understanding it at all. The flow, what part of her hair is strands, what part should be the shell of her hair and how can i make that lol nothing I need big help!!!
Hmm looks like you are jumping a lot between different areas. The hair itself is a own big task. I suggest, first nail her overall proportions and then start making the hair. But you can make yourself also extra concepts on top of your references. Then you will see the different hair parts. Furthermore use additional overwatch references like the highpoly sculptings especially from characters with long hair.
I agree, focus on one thing at a time. I would just remove hair for now. Get the face looking right if that's the focus. Either the face or the complete body proportions should be ur focus. And the title says Overwatch...are you trying to match the game aesthetic? Cuz that will play a huge role in how the face and proportions look.
I would try to find a lot of ref of overwatch faces and study how they achieve their style. I know you can find the models as well with textures which serves as a great source of reference.
Replies
Use propotional measuring. Use the length of the head as a relative ruler. That is to say, assuming the head stays static in length, use that as the measuring stick. It's a figure drawing practice to judge proportional lengths.
Right now the hips are too narrow. They need to be as wide as the jacket's width at the shoulder tips, as it is in the concept.
WIP:
Concept:
@slosh
Somewhat ignore how the concept is showing it for now.
https://www.artistsnetwork.com/art-subjects/portrait-figure/how-to-draw-bodies-lea-colie-wight/
WIP:
weird ass concept:
@slosh
I suggest, first nail her overall proportions and then start making the hair.
But you can make yourself also extra concepts on top of your references. Then you will see the different hair parts. Furthermore use additional overwatch references like the highpoly sculptings especially from characters with long hair.
Keep it up