My first game ready art. Took a while to finish as I only knew how to use Zbrush when I started and my anatomy knowledge isn't all that great especially female anatomy. The face in particular had a lot of revisions. Every time I learned something I would apply to this model. Lots of frustrations and back and forth stuff due to noob mistakes. But this basically sums up my journey on learning the basics of game art.
I've been a long time lurker of polycount, asking questions here and there if I could not find the answer I was looking for. But I guess one can only go so far just lurking. I was checking previous renders that I did, and I was sure at the time I did those renders I was quite happy and sure she looked great, but now they look horrible so apparently I can't really trust my self on what looks good. I only know that I am content with her for now.
So I guess its time to ask for critiques or recommendations on what needs improvement for future models. Will probably not work on her anymore as I've been working on her for a long time lol(but maybe in the future).
More renders here
https://www.artstation.com/artwork/WB1by3Sculpted in Zbrush
Retopo in Maya
Haircards done in Maya Xgen
Textured with Substance Painter
Rendered with Marmoset Toolbag 4
Replies
Lower polycount - Since this is my first time, I really had no idea of the capabilities of texture baking so I overcompensated with topology.
UVs - It's messy. I used RizomUV on most of them. Probably can use rectangularized UVs like what I did with the eyes but I guess I was too concerned about the stretching/distortion with Rizom UI that I didn't do it.
Hard edges are probably too sharp. Same with the low poly, probably needs more bevel.
Posing was a pain. If I wasn't careful some of the mesh detach when moved. Not sure if they should all be connected or that's just how it is.
Anatomy. Needs more work and practice I guess. I think something is still wrong with the mouth part area.
Presentation- I just followed what other people say here when companies look for a portfolio. Put your best pic on top then a texture breakdown. Everything else on the bottom even turntables. Although I think the way I presented the texture breakdown and topology is wrong.
Probably forgetting some more stuff but feel free let me know what you guys think I need to work more on.
good luck!
Not sure what you mean by the polygonal artstyle. I assume its the sharp edges? So maybe add more padding or bevel for softer edges? But yeah I was going for a realistic approach. I agree though the armor looks like its laser cut and too sharp, definitely needs some hammering.
You're right the color of the leather kinda stands out a bit .
Thank you for the feedback!
But, I know you're working true to concept, which is why me telling you to use some artistic license was just a suggestion.
Oh that. Yeah I get what you mean and it makes sense. Kinda a Warcraft trademark I guess, big bulky armor and swords. A ranger that's supposed to be stealthy and quick wearing plate heavy plate armor. But Blizzard says "We added feathers for +5 stealth and speed so all is good" lol. But I will keep what you said in mind when designing and making realistic characters next time.
I think she's had her appearance changed the most out of all characters in Warcraft. I haven't really played WoW but I've seen players complaining about her appearance change almost every expansion lol. Yeah. Part of the reason why I didn't really follow it since it looked too stylized not sure if thats the term. Although I do like the second to the last pic which is her latest model, waist is just right, the armor looks nice too.
Posture is bad in the first 2 pics. Probably a combo of the lighting and the pose. Looks like a hero character and getting the figure grounded you need to shift the weight by placing the hips slightly forward in profile and balancing the rest by placing a centre line through the COV to see. This helps prevent visual floating of the figure.
copyright rocketbrush studio
In the default pose the head is large, torso short, arms long, legs short. This depends on what you are trying to achieve, but specially for the game you chose the proportions are not helping. Check out the image zetheros posted above. Best way to get a handle on proportions is by using a program (free) that has generic examples. Daz3D is great for reference. You can edit the pose. change musculature even switch textures on and off. Having it on a screen next to you while you work is a great help.
I'm not sure what you intend the model for, but I suspect its broken up into pieces and you are trying to pose it in zbrush. I tried that but personally I much prefer a 3D app like Blender for a final pose and render. Your model might be too high poly but for hi rez use you could look at displacement as a solution. In any case you can bind loads of meshes to one rig and weighted properly all should work fine. Your 'A' pose is good, but turn the hands palm down. That's just good practice and when yout character has one arm piece it will prevent default twisting.
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For the pose, yeah, I think its the pose rather than the lighting but I could be wrong. I wasn't really happy with the pose but since it's better than the generic T-pose I just went with it. For the pose I did try to move the hip a bit forward and the torso a bit back but it made lots of clipping and ugly stuff so I just tilt the body to the side from T-pose lol. Originally I had wanted to do a much more dynamic pose but after having trouble just doing an easier one I scratched the idea, until I figure out how to do it right anyway. I guess getting a proper reference probably helps too since I was just looking at myself at the mirror then go back to adjusting some stuff.
This is the base mesh that I did. Forgive the cuts I separated the mesh and subd which caused the edge loops to shrink but its still about the same. I did shorten the arms on the armor side a bit though as I find it a bit long. She does look to be standing a bit straight than the reference you provided. Is that how it should be done? Also not sure what you mean by this "This helps prevent visual floating of the figure."
The body was more of a personal preference than staying true to the source. But personal preference does not excuse bad proportions and anatomy so I still wanna know if its that bad given I want semi realistic proportions. When I modeled the body I did put a female base mesh that someone did in Artstation just a normal female body not heroic build or anything as I did want it to have realistic proportions. I put that on the side as a guide then modeled and adjusted to my preference since I want to practice as well. Base mesh is not finished btw its only for getting my land marks since itll be covered by armor.
I have heard of Daz3d from flippednormals. Think they said to use the base mesh from Daz, sculpt the details and import it back to daz3d for pose since its already rigged. May take a look at that. Or I probably should get more practice lol.
TBH I didn't really have a target on what this model is for. I only knew I wanted to make one like in the Blizzard cinematics but game ready. You are correct I posed in Zbrush lol. Originally the palm of the glove was facing down but since the forearm guard wasn't really supposed to move around regardless of wrist rotation I just rotated the gloves since it had a better silhouette(I think). But I do get what you mean, during pose I had to rotate some stuff around the upper arm, it was bad. I was only able to get away with the glove since its separate.
For composition, yeah I was having trouble getting a good angle that showed the full body while showcasing the bow but at the same time the bow not stealing the spotlight. In the end I just rendered a separate view of the bow and called it a day. Probably needs a change in pose I guess.
Can you explain more about this?
Also keep the detail of the model from becoming complex by not complicating the structure and color/lighting. You want to aim for clear dynamic forms.
I appreciate the time you spent for the feedback. Thank you!