hey gais. been posting this anatomy study in my sketchbook but going for a full character now. Was originally thinking of throwing some pants and chuck taylors on there (and a sword?) but thought giant mech would be cooler. Somthing like her getting fitted for a new custom mech with just the legs and pelvis bit so far.
Problem i've run into is, i can't design/draw mech stuff to save my life. Anyone got some tips or advice on concepting this stuff? Most sketches end up looking pretty shit or non functional but i don't wanna just rip off some other pre-existing mech design/art
edit: more or less what's in my mind atm (
vitaly's space marine legs up in there!!) -
http://nizza.wordpress.com/files/2009/07/like_this-copy.jpg
Replies
thought i'd throw this in too (wasn't my ref at the time but it's an awsome scene ):
[ame]http://www.youtube.com/watch?v=HyIn6yKrQiA[/ame]
and good choice for a model
anyways, heres what i mean by crappy concepts so far... tho i think i went the right way doin the sillos (i gotta do like a billion more, right?).
Liked how big and mecha-ey the overlay looked, so i really wanna go that way. tried some top and bottom heavy stuff...
Though i would have preferred her chucks and a sword,the mechy concept is looking neat aswell
now i need to make my female model look this good XD
personally i would try not to cover her up too much, otherwise why are you sculpting all of this?
gonna do 2 versions, one with the suit on and one without?
MoP: thanks dude. agreed on the nekkidness, the mech pants fitting concept was pretty much justification for nothing more than the panties and tank top :P
FISSION MAILED ;_;
well after a bunch of struggling and flailing my arms around i've realized i can't pull off my original (or second >_>) concept
I figure i can still go with my original idea more or less (kindof winging it here) and slap some cargo pants, converse shoes and a gun/sword on there. Little bit bummed out about it but still, regular people can have character too i guess :P (back to my curve tool laces)
John: thanks man i kindof have a thing for basic forms and stuff rather than smoothing over everything and laying on the alphas (at least on female characters who aren't old :P)
still got more eyelets and stitching and the front and back things to add...
and i was watching spirited away yesterday and decided i had to sculpt a duck spirit (man it's fuggin weird tryin to sculpt form out of an egg) ^___^
and somthing more substantial coming up, i swear (more forum posting means less sculpting/moar procrastinating )
i hate making laces
anyways, heaps more to go (left my list layer on :P) but gettin somewhere at least. Redone the pants twice now and thinking i might have to try again... plus adding the pockets and fly are kinda confusing
i originally wanted to have unique laces and the tongue hanging out more on the right shoe, but after the nightmarish time on the first one... i'll try zbrush and see where that gets me :P
if she works around mechs maybe a big-ass wrench would be more appropriate?
-N!
Looks nice man.
If your still wondering about what to make her in terms of character, looking at her I seem to think she'd be cool as a sort of mechanic, following on from what mechadus suggested with a wrench.
This is some killer modeling, btw. Absolutlely love it. Her proportions are realistic and at the same time attractive ( i.e. she looks like a woman and not a porn star).
mechadus: lol, i should prolly change the thread title to generic bleh gurl so as to avoid confusion :P I'm not actually sure what she does now that she's not a mech pilot
whats_true: but all the cool kids have pants down that low :P (thanks dude ^^)
carlo_c: thanks man, and that's not a bad idea, im just kinda meandering around throwing random stuff on her atm, would be good to work out the actual character
8ftspider: thats a badass idea, smg would be the tits (first thought was an mp5k but i already made one of those, gunna have to think on it).
Virtuosic: cheers bro, thinkin of funky dragons and clouds and swirly things :P
anyways, more scribbling over stuff... added some earings and a necklace and tried some glasses that i hated... would it be a good idea to add in the associated folds to the shirt if i were to add a bag (like dis: added it at the bottom)?
or suspenders sounds AWesomE. or maybe a utility belt
a mechanic chic sounds pretty awesome you will have soo much to play with and accessories to add character to the chic ADD A BANDANA
Question
the shoes : did you take a base shape sculpt a bit and use the extraction brush? Or did you model basic chunks per part your sculpting out?
Also penguin/prinny thing rocks
I know 3D art exaggerates realism a lot and that real people are regarded as too small, but my paintover, with 7 heads of height, is already above the real average. So now tell me how wrong I am .
its stare penetrates my soul
lookin good so far mate.
One thing that bothers me about her is that her eyes look a little too close together in your previews, but it could just be the angle. Also, the paintover in red reminds me a lot of Zoey from L4D! The color scheme + the tough young girl look must be doing that.
Great sculpting.
ZackF: cool idea, saw a belt that might kick ass actually
butt: lol, see if it makes sense when i throw a courier bag on anyways :P
alec3d: cheers dude, just paint so far
seforin: why everyone hatin on mah tattoin skillz ;_; actually minimalist single arm tatt is prolly the way to go. Shoe's were basically all done in maya, hard surface style. The main body and tongue were really basic for sculpting tho (see confuzing pic below)
zwebbie: cheers for the paint man but i swear this chick might be slightly on the tall side (like 6ft-ish) but that's about it. zbrush perspective, mebbe? (actually just checked and she's just at 8 heads, so slightly tall but not freakishly much so - i know ppl taller :P) and teh feet have gotta be just perspective probs coz i know they're still really huge :P
c0ldhands: lol, yo better not be dissin da cavewomenz man >:{
virtuosic: lol, i dunno what that means
KP: lulz (needs to be 30% less happy and 50% more confused still :P)
fritz: could always do what i do and cop out =D (no that's a crappy method actually :shifty:)
cycloverid: could be the angle, eyes are fairly measured out... and thats weird as hell, just got a massive urge to start playing l4d again yesterday (playin it right now :S) cheers dude ^_^
ANYWAYS (=_=), giving myself an 'f' for progress today (them wrist band things have got proper knots!!! =O), working on some alphas to add in details on the pants which are slightly more refined now. And if you can guess the logo on her necklace you win... nothing at all. And there is now comicon :poly122:
I wish people actually studies up on thier anatomy before posting crits .
Looking awesome man .
Watch the neck thickness, her arm is currently thicker than it. Also the legs are at an angle backwards meaning she is taller than that front view seems to show...
The hips are wide enough, but lower done, at the top of the femur, it needs to be wider.
The feet also look small from the side, and the calf wide in comparison.
Awesome work though!
Love the model overall, and it's a shame you're dropping the mech idea. I'll second muzz's comment about the neck. It needs to be wider, back-to-front. I think if you smooth out the transition between hairline and neck it should fix that up nicely.
http://al.chemy.org/
[ame]http://www.youtube.com/watch?v=zYYSxZZzgjc[/ame]
^Video of the program being used and giving a small demo on the features of the program.... and it shows him making a pretty neat... robot thing haha.
As for the actual girl, she's lookin really cool, I second the motion of giving her a wrench, but don't give her a normal small one, go like TF2 engineer on her and give her a wrench that means business.
I do think you need to add an elastic waist to those capri/sweatpants.
seriously
cheers for the crits dudes, ill try pulling the top of the legs out a little more... also pulled her pants up to a near reasonable level so it might help things out (oh and the neck thing, completley missed that :P). And i spent fuggin ages tryin to make my own alpha brush for the seams, still needs heaps of manual work but
the only thing i've got in mind atm is to finish detailing then throw a courier bag over her and go to town on the texturing and mat setup. ill see if i can get anywhere with the mechanic thing tho... got winry in mind now
share the alphas!
be a dear!
bitmap: lol, aight then (note: it is fairly crappy )
just made it holding down shift and using a soft edge brush in ps to make some lines (back and forth between zb for testing). Then made a multiply layer above it and tried imitating that fabric bunching up thing you get on some pants. Inverted it and set it to screen as well for more variation.
using it on the standard brush, alpha mid value set to 50 and lazymouse on.
I think it's more of a base (like from the pocket and below), gotta go over it with the regular standard brush which is really time consuming to make it pop more (and cut under the overlapping fabric bit). Still testing it over a layer brush section for raised overlapping material (morph brush is handy too)
I'll be pissed if all this crap doesn't turn up on my normal map properly lol
seams and junk. I'm getting alot more comfortable and faster (and better?) at doing these details i think... to a point where it isn't the biggest waste of time to be working on them :P
3919 on the low so far... i really hope animators wouldn't mind my crazy wrinkle geometry too much (it looks nice nrml mapped at least )
And I think you need more loops in the elbows and shoulders.
Question. How do you go about sculpting your cloth folds?? Do you use the nudge tool? Do you use claytubes? A little info Goddamnit
keep up the good work