Hi everyone!
Im just starting the base sculpt for a character for my portfolio, this should be the last piece in it. I found the concept art on the interwebs, its for the game APB thats comeing out next year. Any and all comments are very welcome indeed.
Concept:
Replies
-Woog
The arms are too muscular/defined
Navel and crotch should be lifted quite a bit, I think the navel is supposed to line up with the elbows if the arms are down.
Make the waist much thinner, the girl in the concept is a twig
Take a look at the area above the breasts, the girl in the concept doesn't really have pecs, right now your sculpt is looking like a gymnast body
Thighs could be thinner.
Keep it up, good progress so far
ZacD: Any reason in perticular you think that ? I tryed to stick to the general principles of male/female face diffrences.
woogity: Thx, ok Ive made the eyes slightly bigger and moved them apart a bit, trying to keep the bridge of the nose quite thin as to stop her looking to masculine.
mLink: Thanks for your comment
I can see what you mean in general shes pretty defined compared to the skinny concept thats the problem sculpting from anatomy; every sculpture looks riped.
Made the waist, shoulders and thights thinner(soon shell be non existent hehe), hope it worked
Your on the right track though.
Oops my bad on double posting. I'm not an expert or anything, but hopefully that will get you started. Somone else might chime in and do a much better job. Jaw, Nose, Neck, & Sholders all need to be revised, and them make the whole thing a little bigger.
iWeReZ: yeah I can definitely see the head being too big, Ill sort that out tomorrow seeing as it means moving eyes and teeth too.
jocose: Awsome mate :thumbup: Thanks for that GIF, I wasnt looking at the side view enought, that chin was really wrong lol. Ill pull the neck in tomorrow , Thanks again.
[damn shes hot]
anyways, keep it up holmes! good start so far.
edit- from your last post i think the eyes are the weakest point here, check out Natalie Portmans, then look at yours. hit that up and it will help a lot.
Thanks for your comment !
Edit- I changed the Lip-nose distance.
The update is really coming along nicely though. She is already showing more female characeristics in her face and those lips are looking better too. Any updates on her body anatomy?
On the Head: You shouldn't be able to see where the ears connect to the skull in a front view just look at photos the Natalie Portman one is good. Where the ears connect should be occluded by the jaw and cheek bones so push that part of the head in and then fix the shape on the dome of the skull look how Natalies head cures out just above the ear and compare that to your model. You may not be trying to make it look like Natalie but I haven't seen anyone who's head looks like the model you made. You can look at photos of anyone you'll see the same skull shapes Im talking about. The brow line also feels odd curving up like it does.
On the Body: The trapezius muscles look bizarre and so do the collar bones I don't know if they'd be angled like that for how she has her arms I think they'd still be a bit straighter. The pelvis also doesn't seem quite right I think you'd be able to see the corners of it and it seems like it should be a bit wider. The obliques seem a bit too muscular and bulge out a bit too much the concept looks like she wouldnt be so toned.
Bust out an anatomy book and go to town man you'll get that sweet spot soon enough just don't quit on the proportions until there right otherwise you'll end up with a manly looking lady. Best of luck its quite the challenge.
jacob07777: Yeah I sculpt in orthographic, the perspective mode (in my opinion) isnt all that great for acctual sculpting up close. Thanks for your comment
Wilex: Yeah I can see the ears are a problem hehe, their like miles out. Probably a side effet of constantly changing the face/head shape without zooming out to have a look at the general shape, my bad .
I tryed to take into account what you said, the neck and pelivs areas were bothering me, hopefully this is better.
My feedback... Do you want to animate this girl later? It's always good to show an employer different poses and facial expressions. I think you really need to model the face in an expressionless state.
samgriffiths :Yeah I supose her shoulders could be a tad bigger but that dosnt bother me too much concidering what shes wearing. As for the Trapezius muscle, it does still connect too high, I agree. Thanks for your comment mate.
missberetta: I know what your saying about the game, its a bit disapointing visualy. I doubt Ill animate her but I will pose her, but Im not going to rig the face (I know I should but Iwont ,not on this model )
P442 :Hey their mate, mhh your right the concept dosnt really have realistic anatomy. I think Ill try and strech her so she apears to be tall and thin, but I would rather stay away form the overly stylised look (one might say it was a poor choice of concept in that case but well).
I think after a little bit more tweaking tomorrow, Ill start on the clothing. Ill update tomorrow.
I agree with missberetta about modeling this sans expression. animation is another matter, no need to rig the face. But it'll be much easier to judge the proportions of the face and make the necessary adjustments without the mechanics of a smile getting in the way. then you can pose her face and the transition will be easier.
as for starting on the clothing, don't rush it. Her body is the foundation for the entire model and if you take the time to really nail the proportions and such, then the rest will fall into place much easier. If you leave them in an unfinished/unrefined state, its going to throw everything else off.
whipSwitch: yeah I see that on the nose, Ill take care of it.
About the expression, Ill concider the sans expression. But right now I want to nail the proportions, I can always change the head at anytime really.
As far as realistic vs stylised Ive had some time to think about it, and Im going to try and keep it pretty realistic but Ill exagerate her sillouette to fit the concept.
Ok so still fiddling with the proportions, as a test I posed the model to see if I could fit the concept (pretty weird pose when you think about it.). And It renforces the point that she needs to be skinnier. So ill work on that now.
(Edit- Btw please dont hesitate to draw all over it to show what you have in mind )
Its hard to judge a base character against reference that has so much style and gear. I think you should be blocking in those volumes also as you're blocking in her base structure. It will give you a lot more visual landmarks to hit.
I think the legs are too long.
Look at the position of the heels and take into account she's wearing platform shoes.
I think the crotch is too low.
There is a lot of gear hanging down and you might have stretched the pelvic area more than it needs to be.
It might help to draw a bare form over the top of the clothed/geared up reference just to knock in the key land marks. Right now you can draw all the ref lines you want and they'll more or less meet up on the ref because they're so ambiguous. But being off just a little here and there will cause all kinds of issues.
Personally I would not start off with a 100% naked model with toes and boobs, but block in the volumes of the gear. If you're going for the "what if this character changes cloths" then you should be worried about what if "this character changes facial expressions". Since the latter is probably VERY likely to happen.
Those ref lines were in no way trying to be pretentious, just haveing a look if thngs kinda lined up.
Yeah Im not going to have clothes layers with a body underneath, the only part I wanted to keep well seperate was the fur coat.
Im not going to model this character posed it was just to see if the proportions could actually take that pose.
Ill take a try at blocking in the colthes see how it works out. Thanks again mate :thumbup:
(Ill do the face tomorrow promise ^^)
What do you guys recon the trousers are ? leather ? I think Ive made them too baggy, kind of like soft sport trousers rather than leather.
Anyways comments and critics are welcome
Even if they were exactly the same as the concept (which they're not) they would still be wrong. What works in 2d often doesn't work in 3d.
Ive been looking at diffrent artists work on the internet and this Character by Samar Vijay, I know my work isnt anywere as good , but the proportions on that character are even more extrem. Yet it looks ok, no?
Ged: Yes you re right Im getting torn from realistic to stylised and back. I think Ill just make the proportions stick to the concept. Thanks a lot for the pic
Stertman: Ive made her shoulders smaller and her hips a bit wider, hopefully that will make her a bit more feminine.Hehe just boobs on a body ^^
(I still need to make her head bigger)
So what do guy think the trousers are made of ? leather ? They have weird folds for leather but well.