yo yo,
So now that Ive gotten the head nailed down, Im gonna make this a bellydancer. Target final polycount is 5k. Still need to do some final geo tweaks, her head is looking a tad big to me.
Im thinking a 1024 for the body and a 512 for the head, with an additional 512 x 256 for hair and other alpha details.
This will be my first foray into normal maps, so for work flow, do I model, uv, sculpt, and finally paint?
Or do I paint her before I sculpt?
Costume ref below.
C&C most welcome
cheers,
dabu
Replies
If that is going to be your low poly mesh then you could map the UV now or redo a more optimized mesh after the scuplting then UV mapping and texturing always last. Sometimes I map the UVs before I scuplt in ZBrush and find out later I didn't put enough details in the low poly. I'm still learning.
This purpose of this model is more to serve as an exercise for learning normal mapping rather than producing a working game asset, though Im sure I would be well served to try to make it as "game ready" as possible. I will probably add another section to the abdomen before taking it into mudbox, but I appreciate the feedback. Still learning how much detail to start with, etc...
UVing now, I find that Im better off texturing because I often tweak UVs during the painting process.
http://www.fringetheatreadventures.ca/uploads_2005_festival/belly_dancer.jpg
http://www.belly-dance.org/dancers/sabine-sevan.jpg
http://www.belly-dance.org/dancers/princess-banu.jpg
http://www.marrakechrestaurant.com/pictures/zaheeaarch.jpg
http://aradialv.com/store/images/bellydancer9.jpg
http://www.zenaida.org/pix/gallery/photographs/e1.jpg
(same girl, btw)
http://people.tribe.net/katherinesummer/photos/3a4ca590-81b3-4181-821d-6e17d6f6909f
Start with a basemesh, sculpt it in mud, import it back in 3d app, rebuild topo on top, uv, bake normal map.
or
Build the actual game mesh, UV, sculpt in mud, bake normal map. Of course you might need to make the mesh mostly quad to prevent artifacts when subdividing, optimize the game version when normal has been baked.
will probably do a single 1024 with a 256 for detail alphas.
I like it much better already. Still trying to figure out how to add the details to the bra and skirt. Also need to detail the back a bit more. Hows the stomach looking to you guys?
Thanks again for all the feedback, extremely helpful.
cheers
dabu
-The stomach area looks fine to me, altho you could move around those top edges to represent the ribcage.
-Shoulders look too wide and i dont like how you posed the arms, the pose isnt very natural: keep in mind that it will be animated at some point, but if it was modeled in an awkward position, some of that weirdness will be left behind even when animated. My point is try to use a neutral pose that will fit most situations.
-The hand could use a better posture, hands arent flat, model/pose them in a relaxed or even "grip" position. In general try to give your model a more dynamic pose, it will help to break the stiffness, this is anatomy after all and anatomy isnt made of straight lines .
-I'd go over the proportions, starting with the head, i think it's too big and makes her look too young. Forearm too thin.
-You have edges that could be removed and wouldnt affect the silhouette. You could basically build the same character with 3-4k.
Im getting the final geo nailed down now, almost ready to uv and start painting.
The HAnds needed a lot of love (still going on them), and now that Im not sculpting from this mesh, I was able to optimize out a lot of extra faces.
Need to detail the bra next, current count is 5380. Couldn't resist, had to model the upper ass dimples. I could probably just do those with a texture, I know.
My goal is to end up with something more like this:
http://i41.photobucket.com/albums/e279/ruiner4242/RACHEL201220WEB.jpg
http://www.evergreentribalarts.com/rachel-brice-looking-down.jpg
I just uved, came in at 5485, right under my budget. Im sure it can go lower, and as I flesh out the details, Ill probably take more out of the sash, belt, and head.
Personally I'd be inclined to make the butt and hip area a bit larger and more distinct, again as its a focal point.
Awesome, awesome work.
Thanks for the encouragement, Hooyaah. I should note, this character is NOT a traditional bellydancer. I am modeling her after the ATS (American Tribal Style). The focus is on the arms and the stomach, so that hopefully will help explain my direction.
The face is coming along nicely, can't wait to put all sorts of makeup on once the base is done. Gonna do a pass on the body next.
( I know, it looks like she has a bit of a 'stache right now. I will fix that)
Theres gonna be some sort of cool a sym tattoo over her lover back and hips, can't wait to get the skin done so I can move on to that. There will be a lot of hanging bead details off the bra as well.
Bra looks a bit oddly shaped but maybe that's just me.
Keep it up! Can't wait to see all the nice tassels/hanging beads/coins that bellydancers favour
hoping to have this done in the next few days, still figuring out what I want to do tattoo wise...
Necklace isn't working for me, will probably build it out of separate geo...
nice model.
for some reason the eyes look cuter on this one (because of the slight cross-eye effect;
The massive tattoo took way too long, and Im not super stoked on the way it came out, but I just can't spend the time to illustrate my textures. She could also use more interesting makeup, but what I have suffices. Hair could be better too. Oops forgot to add teeth...
The hands were done super quick and dirty, and are probably the weakest aspect.
Otherwise, Im happy with it. I can proudly say this is my best character yet. Now to try rigging her up and doing some poses...
Cheers Hawken, the camera was wider angle in the shot you are referring to and it distorts her face...
Hm, just noticed as well, some of that nice back definition you had in the previous shots has been lost.
But yeah, really nice job overall.
great crit, thank you. I'm not quite happy with it, and being the perfectionist that I am, I'll have to go back to it. Do you have any painting techniques for getting patterns to warp? I'm trying to do things with the utmost of efficiency for the cloth, and the smudge tool is the only thing I can think of for warping the patterns.
Yeah, I see what you mean about definition in the skin. She needs elbow pits! And the tat covers the definition in the back now...
Only thing missing is some teeth, blend shapes, and a proper rigging job. I got her into something one step above bind pose, and Im stoked. Though her boobies start deforming pretty bad if I move her arms any more. Ive never posed any of my characters before.
Thanks so much for all the feedback, guys. I may get a rigging tut from a professional tomorrow, so if it works out, Ill post a few more shots.
The shading around the nose/muzzle looks like abuse of the burn tool, around the nostrils needs more defintion, they looks like two dots among flat color.
Looks like it could really become a strong piece overall though!
I hear you guys on the contrast / skin warm cool colors thing. Can you point me to some flats of females that you think show this well? Ive only found a lot of dudes with facial hair...
There's only one really glaring problem that stands out, and that's her wrist. I don't know if just looks weird because of the cuff covering it, but it looks like it's broken, or hyperextending or something.
Other than that, it all looks quite nice. Good work.
I think you really managed to carry off the final model/texture combo. I wasn't sure at the beginning, but it looks very nice now. The contrast is a little shallow, and like Jgarland said, the wrists look really wavy/broken. Probably just a weighting issue.
Nice work buddy, another good portfolio piece.
Yeah, I don't know whats up with my texture, but no matter how hard I push the contrast in pshop, it just looks shallow in Maya.
Thanks for your kind words. Hopefully Ill be on my way to some freelance character work soon.
+)
http://www.dabudesign.com/wip/ksohead/walking.mov
Proportion are right, but I prefer young babe (I'm young too, please don't think strange things <_<)
Before go sleep :
hell 03:30 AM W_W ... work to compagny tomorrrow. noooo....
But aside from that, looks great!
Im pretty sure it's been said before but her wrists look really rubbery. Besides that great work!
i love the skin tone contrast to the dress. Really cool lookin.
I think her wrist may be too rubbery though, the first pose makes it seem like she has a gummy wrist with it bending in more places than the one place it should be.
In the animation, it looks as if the weighting around the belly needs to be smoothed a little more between the ribcage and hips to move more naturally.