Hey all. I'm a vehicle/weapon artist by day, but I've been working on something else by night. I thought it would be fun to take the concepts on Blizzards site (
diablo!) and come up with what I think the female version could look like while also learning a bunch of character art pipeline stuff.. I also wanted to learn Zbrush in the process.
It's been many evenings of study and work thus far, but I think I'm nearing completion for this piece for now. It still needs texture polish and the pose/rig job so far is extremely rough (especially hands). I've gotten a ton of feedback from colleagues, friends, etc. thus far and I think it's about time I put this out there for the best 3d art community there is to get some really great crits
Go wild guys and gals.
1024x1024 x 3 - 1spec, 1normal, and 1diffuse(with alpha) (all diffuse is 100% hand painted. No photosourcing (I say this because I've had people ask about the cloak especially)
8,722 tri's (jeesh this is too much)
Replies
The front bangs of the hair looks like its having issues.
Gallows: It's funny you mention the dreadlocks, I did a bunch of hair studies and mockup concepts before committing to the hair and a couple of them had a dread kind of look. Maybe I'll play around with that some more. And yeah, the tri's I think I will cut down especially in the drapery some more. Thank you for your kind words.
I'll hopefully get some time to work on this more tonight , if not then tomorrow for sure.
Thanks again!
This should give you some kind of decent result.
Are you going to do anything with the beads? It seems like it would be nice if they had some kind of pattern or texture to them, maybe even if it was something simple like a stripe or rune.
Em: crazy eyes hehehe. I'll be adding that to the list of areas that need loving. Thanks for pointing that out.
OrganizedChaos: As for the beads, in all of the concept work I've found for the monk on the diablo site they've been somewhat plain. I think that their sheer scale in and of itself is somewhat eye catching, however, I can definitely see your point of maybe using them as another point of visual interest and have toyed with the idea of making them have glowing runes.
I plan on making her final pose more dynamic with her hair, beads, drapery, etc. flowing so I'll wait and see how that looks before I decide if I want the beads to pop more or not.
Thanks for the c&c!
- I simplified the cloak so that the low resolution doesn't read as much.
- I made a morph target to fix the crazy eyes
- I worked on the bang alpha. (FWIW I have 3 bang pieces A, B, and C. And to get them to alpha sort correctly in marmoset I have to:
1. select B and attach C. Detach C
2. Select A and attach B. Detach B
3. Select C and attach A. Detach A )
I also optimized the tri count a bit down to 7868 tris. The balls take up a heafty chunk themselves.
I finished rigging as best I could and posed her in some different action poses for the final compositions.
Below is everything, including concepts that I did early on to flesh out ideas. Renders are from marmoset
Finally, thank you to everyone who commented with critiques. There were multiple critiques that you guys provided here that I had not heard yet. Thank you!
[tim and eric] Great Job! [/tim and eric]
Great work over all, and some awesome texturing going on!