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[WIP] Game Ready 3D Character - Sabriel Fanart

polycounter lvl 2
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Djenna polycounter lvl 2
Hey fellow users! After seeing all the wonderful forums and community activity, I decided to start a WIP thread for my project. Currently, I am still in the sculpting and hi-poly phase and am pushing myself to get out of that by chipping away whatever I can. My end goal is to get this game ready by the end of February, so I'd love some feedback! 

I will be going for a hand-painted PBR style inspired by "Life is Strange (2015)" and "Arcane (2021)", with a focus on game optimization and closely matching the concept. Currently, I am iterating on her clothing in Marvelous Designer and re-modeling her accessories in Blender. 

Concept art by Abdelkarim Guessous:
The Old Kingdom - World Building
Most recent full body update (w/ Zbrush version of Blouse) in Blender:

My updated Pureref (my actual ref board is chaotic):

(After stubborn iterations in ZBrush, I only recently decided to make her clothes in Marvelous after discussing it with the concept artist and my friend. And I must say, Marvelous has been....well, it's in the name!)

I started this project back in May 2025, and have tried numerous methods with help from my friend and mentor, such as sculpting the clothes in Zbrush versus Marvelous Designer. During that time, I was sorely lacking in various sculpt fundamentals (primarily in fabric and anatomy) for tackling a project like this, but later realized I was being stubborn and nitpicking a lot of the details. Now I'm feeling confident in seeing this through as soon (and as good-looking) as possible!

I will do progress updates and post about any issues I run into, so I am hoping for some brutally honest critiques and thoughts as I approach the finished look. I hope to capture Abdelkarim's interpretation well!

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  • Surrow
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    Surrow polycounter lvl 6
    Hi Djenna! 
    Looks like a pretty cool character to work on! I hope you don't mind some feedback already at this stage, but I'd recommend analysing the art style you're going for a bit more deeply and think about how it would apply to the clothing. In most cases stylized clothing has lots of intent put behind the folds, and realistic simulations might take away from that, if not make it more difficult to get the desired results. As for your blockout, I'd have a look at referencing the back-view of the character, since the sleeves are in a neutral position with a strong silhouette. It seems you're referencing the folds from the bent sleeve at the moment, making them look a bit wrinkly since the arm is straight. 
    I hope this helps, and wishing you best of luck with the project :) 
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