Hello guys,first time here.I posted this on r/Zbrush reddit too but expect better feedback from this forum.I'm in third semester on a BA Animation and Game art college and on the current module I have to deliver one game ready low poly character with high mesh baked on it and one highpoly posed version.
The character I came up it's named Kira Ma and it's a cyborg version of Hindu goddes Kali Ma.It's only two and a half months since i started on Zbrush so I don't have a lot of experience and I would be grateful for some anatomy feedback.
The character sheet that I created it's not much of a help but I couldn't find some 'solid' 4-6 handed anatomy.I decided to have the second pair placed diagonally so I can maintain the femine silhouette without adding volume to the ribcage with a second blade shoulder or elbow place on top of each other(for mechanical reasons I left half of the shoulder on top of the arms to allow rotation).
I'm trying to figure out the right placement before I merge the second pair and start to subdivide for extra details.Last thing I would like to add is that after merging the back hands and create the mechanical neck muscles I will keep it as an idle pose for game ready character for first part of my module(I will have to rig it next semester) and make another high poly posed version just for showcase.
Thank you in advance and sorry for the long post.
Replies
(top images links: https://worldbuilding.stackexchange.com/questions/152301/would-this-winged-human-angel-be-able-to-fly/152303
https://bakedpieceofchicken.tumblr.com/post/185660157621/something-ive-always-wondered-about-hawkss-wings)
I was thinking of bulking up the trapezoid and add some volume on top of the arms as well in between,I have already map it on the skin.What are your thoughts,is it anatomical or logical correct?
So this is what I end up with,i think its okay.
Thank you all for replying and giving tips and ref related sites,I'm going to update the post through my progress for whoever want to take a look.
I changed a lot of small details mostly from anatomy features I had misunderstood when I first placed the basic forms,did some rescaling for better balanced proportions to neck and forearms and revisited the face and gave it more femine characteristics.
The mind is just a model i had already in my personal library,so I thought i could make one part of the head transparent and one part of the brain visible.
I just finished the hairs prototype which I wanted to do some kind of rasta-cable mohawk,first I had in my mind a loose mohawk falling on one side of the head but it was to much polygons,retopology and rigging involved so I went for a female viking style mohawk.How should I approach retopology for this kind of model and how can i make it 'waterproof' as dynamesh does,deleting unseen polygons(from the cables going inwards) without adding or destroying the outer topology?
As I mention above it's my first character sculpting/making and did all the newbies mistakes i could .I just started noticing and studying anatomy that's the reason i made her muscles toned up so i can understand better the muscle flowing underneath the skin,thank you for commenting as I just realized the importance of feedback without bias from more experienced artists,I will be more careful and methodical in my next project.