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Sketchbook: Zetheros

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  • zetheros
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    zetheros quad damage
    Most of last week was spent transitioning from Modo and learning Blender, by working on a walk cycle. Face rig + jiggle physics are in as well.

    https://youtu.be/nQbmvWPgOps

    Have a great week!
  • zetheros
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    zetheros quad damage
    Faces continue to be a major hurdle for me, but one that I'm determined to master.



    Have a great week!
  • zetheros
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    zetheros quad damage
    Sculpting anatomy is genuinely some of the most difficult and boring work I've ever done. Human bodies are highly specific and there is little room for creativity, more so when making base meshes. However, the dopamine rush of learning how elbows - a blind spot of mine, are put together, makes it all worth it.



    Have a great week!
  • zetheros
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    zetheros quad damage
    More work done with the male human basemesh, I think it's in a pretty good spot for now. I'm now adding the same changes to the female human basemesh.



    Have a great week!
  • zetheros
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    zetheros quad damage
    My wife was telling me how kpop demon hunters was a good movie and how I should use the characters there as reference, so I watched it and now all the males are going to look like Jinu. I think the male lips regressed but I'll fix that next week.



    Have a great week!
  • zetheros
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    zetheros quad damage
    It feels like I've been at this for months now, painstakingly studying and pushing verts one milimeter at a time for hours on end after work. But I'm not getting uncanny valley vibes from looking at my sculpts anymore. I think I'm starting to form those neuron connections, and really starting to understand why a face looks the way it does. About fucking time



    Have a great week!
  • zetheros
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    zetheros quad damage
    Sometimes it feels like no progress is being made, but I thought it'd be interesting to make a gif of progress made over the span of a year with human faces. The older work is genuine nightmare fuel, though it's interesting to see how my brain perceived; it saw but it never understood. Maybe another month of this before I get something acceptable. Special thanks to Rusty & Vineet for hammering in the advice that the eyeballs were way too big lol




    Have a great week!
  • zetheros
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    zetheros quad damage
    I've noticed something after working on faces. I pay more attention to people's faces now. The smile lines, folds of the eyelids, facial ratios & proportions, how their faces animate while they're talking, the way lips curl to express disgust or pull at the corners to express joy. It sounds like some genuine reptilian-humanoid behaviour but I'm definitely observing way more than I did before.



    Have a great week!
  • zetheros
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    zetheros quad damage
    every day, in every way, I am getting better and better https://www.youtube.com/watch?v=5IvxnK3xZtg



    Have a great week!
  • zetheros
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    zetheros quad damage
    the janky placeholder hair makes a sneaky cameo once again. I even made some equally terrible placeholder hair for the men!



    Have a great week!
  • Melomad
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    Melomad polygon
    It's great to see the progression! I didn't realize how elongated and bug-like your faces were until you started tweaking them. They look so serious now!
  • zetheros
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    zetheros quad damage
    Thanks Melomad :D it's a learning process fo sho
  • zetheros
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    zetheros quad damage
    More refining. Feels like I didn't get a lot done this week, I spent too much time on my pacifist playthrough of Elden Ring. Will slack less next week.



    Have a great week!
  • zetheros
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    zetheros quad damage
    I think I've refined these models more than I've refined spice melange in Dune: Awakening at this point but I'm constantly seeing areas to improve or fix



    Have a great week!
  • zetheros
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    zetheros quad damage
    I made some less terrible placeholder hair for the female basemesh, more face ratio/proportion tweaks, smoothed out some areas. Probably pretty close to being able to start adding in finer detail like skin creases and wrinkles on the female mesh, male mesh still needs face work.



    Have a great week!
  • Rima
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    Rima polycounter
    Ooh, that's quite inspiring progression. Doesn't the crotch and inner thigh area seem a little strange on the female model, though? With that strong line there, it makes it look, to me at least, like the pectineus is tensed up, which seems a bit strange on a static model. Plus, the fat pads usually cover that, I think. Also, the wrists on both genders seem very thin.

    The faces look really good, though. They're quite appealing. 
  • zetheros
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    zetheros quad damage
    I actually noticed that right after posting, you're right lol that tendon shouldn't be tensed in a resting position. The wrists are quite thin too

    Thanks Rima!
  • zetheros
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    zetheros quad damage
    I think I'm starting to see diminishing returns, and as a player I think these models achieve a level of detail and accuracy that is sufficient for a quintuple A (AAAAA) 3rd person video game. I'll be switching gears now to work on the wrinkles, fine lines, pores, pimples, and paint.



    Have a great week!
  • zetheros
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    Skin detail, fixed lips, added smile lines. Frames 2&3 are with a shiny matcap to highlight changes better. Hopefully we can start with baking next week.



    Have a great week!
  • zetheros
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    zetheros quad damage
    As a game developer and big proponent of the phrase "DEI or die", I've been upgrading the sheer gooner power of the moneybags and shilling satchels of the human basemeshes. 

    I take one for the team and channel my inner gay to ensure the male mesh is just as lustful as the female. Bowls of fruit are simply no match for the raw, unbridled kamasutra-esque energy that I put out on display before the general public. Cheers



    Have a great week!

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