Hey people!
Thought this was a good opportunity for posting a W.I.P since I got a task at school in making either a vehicle, environment or a character in 3d. And I decided that I'd make a character. It'll be my third character ever, though this will be my first with a normal map.
So, I've made a highpoly character already - first highpoly char ever
And I've just started to build my lowpoly based on this one, which is supposed to be finished by the end of this week, (Sunday evening
Her head will also receive some fancy hairstyle along with eyebrows and lashes.
Crits are very much welcome, but since I'm closing in on the deadline for the project I might not be able to do any enormous changes in the highpoly mesh.
Here's the highpoly - some shots of the lowpoly will turn up soon enough
Also, I didn't put much detail on the armor/blade as mesh since I thought it'd be faster if I did them just as heightmaps and added them to the normalmap.
On another note, only the head has been taken into a sculpting software.
Edit: The limits on the "lowpoly" are 6k tris char and a 1k tris prop. 2048 maps on the char and 1024 on the prop.
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Looking forward to updates.
I really like the highpoly here, although the ears seem a bit wonky. Also, i'm not quite sure the way the legs go into the torso is quite right -- this may actually be a good place for Cholden's bodybuilder reference -- anyone hauling around armor and an oversized fantasy sword is going to bulk up just a little.
Looking forward to updates.
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Interesting Could you explain the ears and leg/torso bit a little further, please?
All just picky stuff, really, it looks very good for a first hi-poly sculpt.
And maybe it's the armor throwing my eye, but the curve of her thigh seems to terminate really abruptly when it reaches her hips/torso. On the left is what it looks like to me, and on the right is what i'd suggest.
SupRore, Got your point, thanks man Gonna check it out.
face looks somewhat masculine, especially in profile, due to the square jawline, severe brow ridge, subdued cheekbones, and long aquiline nose. The severity of the triangular ears also contributes, maybe some more graceful curves there? Skull tapers too much toward the crown. Hard to tell with the armor but the hips seem very narrow, like the pelvic "wings" are compressed laterally. Breasts seem to be placed rather low, particularly given the corset-like armor, which would probably offer more support & uplift.
All just picky stuff, really, it looks very good for a first hi-poly sculpt.
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Only the head is being sculpted though. Not that it blocks out the possibility that I might tweak something more in Mudbox, but as of now, only the head has been sculpted.
And I'm currently trying to get her hair sketched up since I don't want her to be bald :P And some eyebrows, lashes and makeup.
Her torso is still not quite right imo, so I did a paintover to show some possible adjustments:
In your original (L), the recurve of the waist (A) starts too low and leaves little room for the broader pelvis of the female (outline at bottom). The thighs have to widen dramatically fast.
In the rework, I just cut a portion of the lower trunk and moved it up with a slight stretch. Now the A point starts just below the ribcage and widens to allow for the broader pelvic girdle, giving more classic female proportions and a more graceful curve to the widest breadth of the thighs.
Here's an update on the highpoly:
About her hair, hehe, I'm not too fond of her being bald so I'm gonna give her some sort of short to medium long spiky hair. If I manage to make a decent sketch of it I'll post it before making it as lowpoly
Ruz: Hehe, but I do like her curved like this a bit more
I'm going to add some alpha planes to her hair, giving it a little more volume. And as for the ponytail itself, I'm gonna try and make it out of alpha planes.
And yea, the armor is probably going to give me some hard times.
Figured out most of the colors I'm gonna be using for the textures now. Been putting out some chunks of plain colors and the results of my occlusion bake in the diffuse map slot. The normal map with some height maps and a very basic specular map. It's mostly the occlusion map with a bit more contrast and some whiter areas where I wanted to try and make some things a bit shiny. There's gonna be lots and lots more work to do, but the basic chunks are getting there Oh, and there's gonna be some scratching and overlaying textures on pretty much everything, just lots of more work.
http://www.kievinfo.com/images/wine/HoM3_1.jpg
observe the dude on the far left.
Zephir62, I'll give it a shot tomorrow and see if she looks good in it
This model's turning out very well, btw, more impressive with each prog post.
Don't want her to be too "warm" looking though, but I'm sure a balance can be found
Don't want her to be too "warm" looking
[/ QUOTE ]Right, just accents, for contrast, can make the "cool"ness even more apparent, imo.
Got started on her face, but I'll be working a lot more on it, but I still think it gives off a bit of a better look now.
I've added some more markings on her armor and leather. And also made the inside of the "plated" leather going down her hip and rear dark red. Some blueish markings going down alongside her legs. They're a bit hard to see, but the light needs to be in the right place for them to shine, he he. Will probably give more of an effect in the pose.
Oh, and please keep critting. Since I'm still not done texturing.
.... almost as good as black and green
Best thing about this model is that she looks like she could handle wearing that armor -- a shapely, athletic, but robust figure, with enough implied muscle mass to be convincing, and likely more than a little scary if she's swinging a blade in your direction
mtg_kirin, thanks mate! I was trying to shoot at the dark elf look. Even though the ears are a little off, hehe. I like how Lineage has made their dark elves
chip, thanks I will get working on the skin ^^ Maybe it'll look better once I put some variations into it aswell. Maybe I can make it a little lighter.. Need to try it out Thought that I was gonna start and try to mix some textures in today.
Oh, and about the swordswinging, do you guys think she'd look good with two smaller swords or a single bigger one? Her armor is quite bulky, but not "that" bulky, so I haven't really decided yet
Also, love the color scheme and the fact that you simply gave her a ponytail because her head really does have a beautiful shape to it. Any other hairstyle would have taken away from that. The only critique I can offer is that her hips are so wide that it makes her ass look really big though that's really up to personal preference since some people like a bigger butt on their women. I personally think a tighter one looks nicer.
I'm in my first year at Playground Squad - www.playgroundsquad.com
And about her ass ^^ The thickness of the leather + plate going down her hips are probably adding a bit to the width of her silhouette. So it might even out a little once she poses in something else than the t-pose But we'll see what happends.
just
about
right!
Underneath all that armor is a figure I'm sure Frazetta could appreciate. Okay, I'm a DOM, what can I say.
One sword would complement the armor better, imo, but not some big honking FF cleaver, something more befitting her elvish grace, sabre-length, maybe a curve to the blade. Mi dos centavos.
Oh, and a thought struck me last night, wouldn't it be nice if she had some sort of ribbons going down from her ponytail aswell? Something more to catch the wind. Since I still have about 500 tris left on the character and the alphaplanes planned for the hair won't take any more than 100, tops.
Another update
Overloaded the armor with specular. Made her armor a bit more worn.
Not sure about the specularity on the metal edges, but at least it's looking sharper than before.
Going to get started on the hair asap tomorrow, and rigging. Would have loved to make a pedestal for her aswell but it will have to wait a little longer =/
Black socks > hair. ;P
yours is on the left.
And will be working on the hair tomorrow Fixing the normalmap at the hairline and adding more straws as heightmaps aswell as adding alphaplanes. Lots to do.
...will be working on the hair tomorrow
[/ QUOTE ]What, you sleep?!? Nahhhh, just DO it!
j/k of course. It's a great model, lots of fine attention to both technicals and aesthetics. Forgive our nitpicking?
It's like 4.30 in the morning here and I just had my 50 min walk back home from school If they would just invent those "all-you-need" pills soon <.<
I'm really glad that I have recieved the crits that I have, because without 'em, I wouldn't have come to this result. So lots of thanks to you chip and all the others who've critted this character :] Though chip should have some extra cred for still hanging around in this thread ^^
But it isn't over just yet. There will be a school presentation of the work now on monday and then I'll just keep working a little. Thought it would be nice if this turned out to be a piece worth of putting in a future portfolio
Otherwise looking very nice.
I actually like the monotone skin, but the one thing I was going to suggest is some texture to her skin like pores, lines, wrinkles etc.
Otherwise looking very nice.
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Accually pores and lines/wrinkles aren't found on elf type creatures often. So I would have to disagree, but guess its personal taste
Here's and update on her head though. Only the changes I did last night after the first skin hue crit so still some more to do. But let me know if I'm heading the right direction.
Got a crit from a friend that I just had to fix. Here's another update, fixed the bling bling in her eye. ;P
Adding things like some redness(or what ever color the blood is) on the nose, cheeks, and ears will give her that more life like look your after.
b1ll does a good job of this.
http://www.benregimbal.com/Pre_goth.jpg
http://www.benregimbal.com/ff_kid_step.jpg