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(WIP) Mafiosa character project

XwX
XwX
Hello everyone!
I am currently working on a character based off a mafiosa character mixed with chinese motiffs. I am targetting her aesthetic towards stylized and flashy fighting games/hero shooter vibes, with Marvel Rivals as my art direction/goal.
I am on the blockout stage so far, and would like some feedback on how is it going (shape, silhoutte, anatomy, etc.). The meshes on the side (Skin color and Blue) are the sort of stylization I am trying to achieve.
*I am aware the hands are still rough and I will focus on them as my next step, just been procrastinating on them*

The concept arts were also done by me so their no perfect, but they are useful as a guide as reference



Replies

  • Eric Chadwick
    Cool character design, looking forward to seeing how this progresses!
  • XwX
    Cool character design, looking forward to seeing how this progresses!
    Thank you for the input!
    Would you perphaps have any feedback by how its shaping out so far?
  • XwX

    Pretty much done with the blockout about to start the high poly sculpt, but would appreciate any sort of feedback anybody might have before i jump into that : )
  • Eric Chadwick
    Do you have any real world photographic reference you’re using? Curious how the costume fabric should be shaped and formed.
  • XwX
    Not really, I do have real phoographic reference for some elements but a lot of the outfit is based off other stylized games. I am relying a bit on suspension on disbelief, but if theres any thing you notice please do let me know 
  • Eric Chadwick
    The more you ground your stylization in reality, the less problematic a lot of the design will be. 

    Just to take one element as an example, the shoulder:  
    https://m.media-amazon.com/images/I/61wj3JqLo7L._AC_SL1500_.jpg

    To make something stylized, you should thoroughly understand how the real thing is constructed, then you can deconstruct with your particular stylization constraints in mind, and end up with a stellar looking piece.

    Otherwise the piece ends up with significant inconsistency, some well-defined and some poorly-defined elements, and an incoherent overall vision.
  • XwX
    I see, you are right thank you. I will start looking for some more real references and make some changes then : )
  • XwX
    I have made some changes and process as I move onto the high poly sculpting stage. Here how it is so far and would appreciate some feedback : ) (Hair will be hair cards thats why its pretty rough)


  • iam717
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    iam717 polycounter
    neat concept and progress, perhaps if you have the time, check out some of the wrinkle brushes and tools like the "gravity" options to see how the folds work in a cloth simulation, <(yt link) if you wanted to then simplify them if you do to get the look you are trying to get to, just my. 02's if it helps, otherwise carry on as you have. 
    /more about the above:
    save a copy, mess around type of "relaxed", testing things time-frame, i usually do this when i have the time, just mentioning it if it helps.
  • XwX
    iam717 said:
    neat concept and progress, perhaps if you have the time, check out some of the wrinkle brushes and tools like the "gravity" options to see how the folds work in a cloth simulation, <(yt link) if you wanted to then simplify them if you do to get the look you are trying to get to, just my. 02's if it helps, otherwise carry on as you have. 
    /more about the above:
    save a copy, mess around type of "relaxed", testing things time-frame, i usually do this when i have the time, just mentioning it if it helps.
    Hi, thanks for the suggestions : ). I have tried simulations however, I do not have a mesh underneat the clothes (Arms, torso,etc.) it did not work out quite well. I have instead used photographic references and such for the folds.
  • XwX
    I consider the high poly stage to be 99% complete, I am leaving that 1% open for any potential feedback and suggestions before I move to the retopology : )
    EDIT: Forgot to mention that the hair will be hair cards, so the 3D hair right now is just a blockout/base for when I start placing the cards
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