oooo you made chun li a little chubby! i really like it i must say, also the dw3 character was lookin hot... great stuff! lookin forward to seeing more more more!!
Her breast seem a little lower then they should be~~
Great work on here though. Clean!
I think it seems that way because her head is pretty small in comparison to her body, so her upper chest seems larger than it would if her head and neck were larger. If anything, they're actually high on her chest; a good marker for the location of breasts is to have the nipple somewhere around the the middle of the upper arm.
i am so totally diggin that wip you have goin' on there man... really sweet! too bad you didn't finish it last year... but i'm really lookin' forward to how it progresses. keep us posted!
Woah great job!!! And great attention to the hands too, very nice.
I feel like the body suffers a little bit from the sculpted smoothness syndrome tho - it is as if you somehow lost a few geometry planes defining the blody structure, melting them together a bit too much. It *might* be possible to fix it on the lowpoly. It's quite obvious on that big beauty render.
About the presentation : I think the face would look better if the secondary light was tinted instead of white. Orange or blue, it would give more depth to the face. At the moment it's a bit strange to have white light>shade terminator>white light again.
@pior - i actually do have color lights for that render. if u look at the image with the wireframes you should see the tinted lights on the face wireframes. i have a warm and a cool light for that scene. May be i could have pushed the light little more though.
as for the body smoothness i agree. it is something i would like to pay more attention to in future works for sure. it would have become more TF2-ish if i did that which i didnt exactly want for this piece but something that would love to do in some other piece.
ok here is the wip on the sword which will go with her.
i did the high poly a while back and now finishing the texture.
that's awesome MM, great take on chun-li, face looks brilliant and nice job on the costume, head seems really small though, might suit being a little bigger?
i was too worried about the head size and i was going back and forth a little.
but i think the head size is good for her height (i wanted to keep it 8 heads ratio).
i think it is some of the other body featuers that could be adjusted a little to make head look more appropriate.
Hey man, that DW character is looking really good! And you're making quick progress with it, it seems.
The Chun-Li character is really well executed also, you did a fantastic job with the textures, although, it not really my kind of style. (too cartoony for my tastes)
By the way, the "Street Cop" on your portfolio website is one of my favorite characters of all time (portfolio wise) and your work has been a big inspiration to me for several years now. Keep up the good work!
Where everyone says this is one of their favorite Chun Li's they've seen, I'm the exact opposite. You're good in your execution, yes, but your proportions in her anatomy are off and her face is very unattractive.
Her eyes are too creased on the inside and her mouth looks like she's overweight.
The sword, in execution, is good. The concept is really boring though. If you just single out the silhouette it's a pretty boring shape.
The last character is the best of everything you've shown by far. You still have an issue with a "fat face" look, though.
The work I'm most happy with is your texturing, you really have that down
Here is a paintover of Chun-Li to give an example of what I'm talking about:
What I did: Soften the crease at the inner part of the eye, softened the area around the mouth, softened the crease above the eye, and added a bit more noticeable secondary lighting on her left (our right) eye on the right side.
Hope that helps.
You could also add in an alpha plane by her eyes just for the subtle detail of eyelashes. She may be a badass kung fu master, but she can still look cute in the process
By the way, I love your portfolio as well. I remember seeing your Street Cop character on CGtalk a while ago and absolutely loved it ! I can't get over how awesome your Hellboy is too, love the proportions.
Cool stuff, I love your work! Nice to see the DW entry get finished, that texturing is very good.
About the Chun Li entry, I have to agree about the proportion comments, the head definitely looks too small - and I think that even though you matched the "head height" as compared to the older Chun Li concept, I think the reason the older one works with those proportions is because the waist and neck are so narrow. With the really exaggerated narrow waist and neck, the torso doesn't look as bulky, and so the smaller head fits quite well.
With your version you have made her torso quite bulky, her waist and neck are more "normal human" proportion, but her head is still as small as the concept shown, so there is a mismatch between the scale of the body and the head. Like the body you have done is pretty much correct for "realistic superhero" proportions, rather than the super-exaggerated "tiny torso, massive legs" style of original Chun Li.
I also agree with Haiasi's paintover that softening the eyelid fold and adding eyelashes really helps her face seem more natural and less "hard".
thanks for the c&c about chun-li. i think most of the things you mention can be subjective and personal taste. i personally dont find the paintover pleasing. it looks overly "pretty" to me. some people like tall skinny where as i dont at all. all i can say is different people have different taste. obviously there is room for improvement but i believe after the high level technical goals are achieved every artist has the right to distort the rest. the feedback is welcome anyways since it is always interesting to know what others think.
anyways, i am calling it done for Iblis. here are the renders:
I do have one crit for the site though. Using lightbox (or whatever you have on there) I like, but any chance can you start linking your photos together so I can just click next or arrow key instead of clicking... waiting to load, click out then click again. Its a small nitpick, and I honestly don't think people would care clicking more times to see your work, but streamlining the process would make it all a bit easier
I do have one crit for the site though. Using lightbox (or whatever you have on there) I like, but any chance can you start linking your photos together so I can just click next or arrow key instead of clicking... waiting to load, click out then click again. Its a small nitpick, and I honestly don't think people would care clicking more times to see your work, but streamlining the process would make it all a bit easier
Great work!
thanks and good point. i will be updating my site soon so i will definitely keep that in mind.
inspired by kingpin by any chance? the game that is. clean and crisp. i really like how the belt strap being modelled out help sell the normal map illusion on the rest of the mesh
i wrapped up this guy cause i need to move on to something actually new i had in mind for a while. i am calling this done but any and all comments are always welcome. thanks.
Amazing cloth work, all the little details are great (tape, glove, ring, belt, pushed up sleave, cigar). I'd love to know your workflow on the wrinkles. and such a nice soft face :P.
Must I tell you again!! Mahru, your work is just fantastic and demonstrates so much dedication and such a high level of craftsmanship that i and other artist strive constantly to achieve. Thanks for sharing man, truly inspiring and we cant wait to see your next piece.
the character is @ 9390 tri with 2k texture for the body and 1k for the head.
the gun is at 972 tri with 1k texture. i will try to post the wires and textures soon.
awesome kingpin, I think it would be good if you could get some lighting under his chin so that the shadow there isnt so black maybe a little hint of red there would give an sss feel to it.
Top of the line work, of course. Could we possibly see a closer shot of the wires of the gun and the normal bakes of the character? I want to study your mastery
here is the latest character/s i am working on. basically i wanna morph that tribal skinny guy to the freak monster model. i am using the same topology and UV so that i can blend all the textures. so far the the normal maps on both end seems to hold up. tough part is going to be texturing it with any visible pixel distortion. i may need to do 3d projection texturing in that case to avoid it.
here is straight blend test without any bone scaling or transition pacing.
hell yeah,
Some very serious modeling skills going on here MM, I love it all!
Im also working on an african man sculpt and seeing your work got me super inspired!
thanks for sharing.
Replies
Great work on here though. Clean!
I think it seems that way because her head is pretty small in comparison to her body, so her upper chest seems larger than it would if her head and neck were larger. If anything, they're actually high on her chest; a good marker for the location of breasts is to have the nipple somewhere around the the middle of the upper arm.
I feel like the body suffers a little bit from the sculpted smoothness syndrome tho - it is as if you somehow lost a few geometry planes defining the blody structure, melting them together a bit too much. It *might* be possible to fix it on the lowpoly. It's quite obvious on that big beauty render.
About the presentation : I think the face would look better if the secondary light was tinted instead of white. Orange or blue, it would give more depth to the face. At the moment it's a bit strange to have white light>shade terminator>white light again.
Makes me want to finish mine hehe.
as for the body smoothness i agree. it is something i would like to pay more attention to in future works for sure. it would have become more TF2-ish if i did that which i didnt exactly want for this piece but something that would love to do in some other piece.
ok here is the wip on the sword which will go with her.
i did the high poly a while back and now finishing the texture.
but i think the head size is good for her height (i wanted to keep it 8 heads ratio).
i think it is some of the other body featuers that could be adjusted a little to make head look more appropriate.
just viewport screens for now, renders later.
The Chun-Li character is really well executed also, you did a fantastic job with the textures, although, it not really my kind of style. (too cartoony for my tastes)
By the way, the "Street Cop" on your portfolio website is one of my favorite characters of all time (portfolio wise) and your work has been a big inspiration to me for several years now. Keep up the good work!
Her eyes are too creased on the inside and her mouth looks like she's overweight.
The sword, in execution, is good. The concept is really boring though. If you just single out the silhouette it's a pretty boring shape.
The last character is the best of everything you've shown by far. You still have an issue with a "fat face" look, though.
The work I'm most happy with is your texturing, you really have that down
Here is a paintover of Chun-Li to give an example of what I'm talking about:
What I did: Soften the crease at the inner part of the eye, softened the area around the mouth, softened the crease above the eye, and added a bit more noticeable secondary lighting on her left (our right) eye on the right side.
Hope that helps.
You could also add in an alpha plane by her eyes just for the subtle detail of eyelashes. She may be a badass kung fu master, but she can still look cute in the process
By the way, I love your portfolio as well. I remember seeing your Street Cop character on CGtalk a while ago and absolutely loved it ! I can't get over how awesome your Hellboy is too, love the proportions.
About the Chun Li entry, I have to agree about the proportion comments, the head definitely looks too small - and I think that even though you matched the "head height" as compared to the older Chun Li concept, I think the reason the older one works with those proportions is because the waist and neck are so narrow. With the really exaggerated narrow waist and neck, the torso doesn't look as bulky, and so the smaller head fits quite well.
With your version you have made her torso quite bulky, her waist and neck are more "normal human" proportion, but her head is still as small as the concept shown, so there is a mismatch between the scale of the body and the head. Like the body you have done is pretty much correct for "realistic superhero" proportions, rather than the super-exaggerated "tiny torso, massive legs" style of original Chun Li.
I also agree with Haiasi's paintover that softening the eyelid fold and adding eyelashes really helps her face seem more natural and less "hard".
It's still great stuff though.
anyways, i am calling it done for Iblis. here are the renders:
I do have one crit for the site though. Using lightbox (or whatever you have on there) I like, but any chance can you start linking your photos together so I can just click next or arrow key instead of clicking... waiting to load, click out then click again. Its a small nitpick, and I honestly don't think people would care clicking more times to see your work, but streamlining the process would make it all a bit easier
Great work!
thanks and good point. i will be updating my site soon so i will definitely keep that in mind.
some maya viewport grabs:
i wrapped up this guy cause i need to move on to something actually new i had in mind for a while. i am calling this done but any and all comments are always welcome. thanks.
Really inspirational for me personally.
If you don't mind saying, what are the specs for your Kingpin character?
the character is @ 9390 tri with 2k texture for the body and 1k for the head.
the gun is at 972 tri with 1k texture. i will try to post the wires and textures soon.
Really digging how you finished the demon chick and kingpin, so very cool!!
The face is absolutely amazing man, love the eyes!
I'm loving both the characters! FUCKING SICK NASTY!
Mybe put some mustard stains on that dudes shirt, or even some blood/grunge to break it up a lil.
Impressive....most impressive
here is the latest character/s i am working on. basically i wanna morph that tribal skinny guy to the freak monster model. i am using the same topology and UV so that i can blend all the textures. so far the the normal maps on both end seems to hold up. tough part is going to be texturing it with any visible pixel distortion. i may need to do 3d projection texturing in that case to avoid it.
here is straight blend test without any bone scaling or transition pacing.
[ame]http://www.youtube.com/watch?v=3lujJSpwDYg[/ame]
high poly of the meshes
with your texturing skills cant wait to see how this turns out
Some very serious modeling skills going on here MM, I love it all!
Im also working on an african man sculpt and seeing your work got me super inspired!
thanks for sharing.