I know I'm supposed to be working on my fancy hat guy, but I bought Mirror's Edge just a while ago and wanted to do something with bright colours. I'm going to make a low poly and I'll see if I can get it into UE3 - should be a good experience.
So here's a work-in-progress of the high poly, and a paintover. I've been trying to create some interesting proportions. The design isn't final yet; it's just a quick mockup of elements that I thought were nice. Does it need more asymetry?
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You might need to give the skull a bit more structure (bit too round atm) but yeah I like where this is going!!!
This could go interesting places.
Also, what Vailias said.
The proportions are great and she looks like a human being as oppossed to the cookie cutter, anorexic, 11 head tall crimes against human proportion females I'm used to seeing produced.
Has a sort of R.Mika from street fighter alpha feel to it as well.
My only critisism would be the back of the head but, it doesnt really matter if you already know how you're going to model the hair (unless she's going to be in situations were she can get buzz cuts??)
I'm very interested to see the lowpoly and so on.
I understand where Render is coming from because if you focus on her torso, her limbs don't really make sense., her torso does not seem to fit the weight of her arms and legs because she is a little thick. Maybe a little more chest and a less refined waist line will make her grow into her arms and legs. yah!
needs more double chin...
jk...
Keep it up!
really cool style tho zwebbie, liek where it's heading (hope the final head texture looks like that too, polypaint style?)
I might suggest a teeny bit more detail to increase the verisimilitude on the outfit. Right now it looks like that stuff was painted on her (which I know it was, but go with me on this!) -- if you added things like seams, velcro bits on the shoes, it'll give a person a lot more to look at.
For my part, seams like those in high-tech swimsuits might work really nicely -- something subtle that doesn't break up the surface, but just adds to it. A seam especially around the edges of the garment that's perhaps a touch raised and shinier. Adds the potential for interest in the specular and makes it a bit more interesting to look at. Or something to that effect, anyway.
For the shoes, maybe a bit more detail to suggest some construction to them. Nothing that drastically changes the impression you've got in the drawing, but gives it a bit more oomph and interest. Perhaps being constructed of one or two different materials, as with leather, metal and canvas(?) in this shoe.
Maybe also a side or back zipper to suggest how she's got herself into such a tight top. I can imagine a silvery zipper on this being a great detail to look at.
One of my favourite things to do as well is a seam that has a thread that contrasts with the colour of the fabric. You'll find this often IRL in track pants, underwear and dark coloured jeans. It often has to be exaggerated a bit in the model to be visible, but it's usually a nice detail that shows you're thinking. OR, for something similar, piping around a seam (also found often in track pants)
Anyways, just some ideas They're little things, but all added up they can make a big difference. It's looking cool, so keep workin!
I like it overall with the style/face, just proportions ned some work.
@pior: Thanks. I didn't even consider the skull, it did look a bit off, so it's been changed now.
@Vailias: Ha, indeed, you got me. Pior and Slipgatecentral. Not as original as supposed to, but if you've gotta learn, learn from the best, right ?
@renderhjs: It's wholly intended. I understand that it might not work entirely well, since I'm still learning and just can't pull it off as well as veteran artists, but thick limbs are what I'm going for. I've been almost obsessive in creating 'realistic' proportions lately and it usually ends in creating characters that are too short in retrospect. So now, I've just thrown realism out the window and made her chunky (or fat, if you will), with a fairly ridiculous spinal curve. Which isn't to say that I'm not thankful for your input and paintover, but slim proportions just defeat the purpose of this model.
@LoTekK: Yup, I was planning on sculpting eventually to add definition. Not sure if I'll still do that, since a quick test turned out to look pretty awful, but some things do have to be defined more, one way or another.
@DoomiVox: Thanks. The hair would cover the back of the head, but you are right, it was out of proportion (for some reason, I always end up making the face very small, so that I have to scale down the skull in the end).
@Master_v12: I think it's the odd pose more than anything; look at the silhouette I'm posting below, I don't think that it looks particularly wrong in either front or side view.
@killingpeople: Thank you
@CheeseOnToast: Thank you too. 'Chunky' is the word I've been using too, fat just doesn't sound dynamic or attractive .
@Nizza_waaarg: I tried scaling up the head, but it doesn't work as well, IMO; it just makes the torso look disproportionally small. Which it is, I suppose, but it just looked a tad more cartoony. It's ironic, because just a while ago I was criticising your mech pilot gurl for having too small a head .
@achillesian: 's about time too after all the small people I've been making...
@Tully: Wow, thank you very much! I tried to apply all of your criticisms (and even tried the shoulder thingies in one of your images that you hadn't even mentioned). I tried to add the seams, but there's not a terribly lot of space for them. The upper garment doesn't actually lend itself very well to seams, because it flows into the skirt. The shoes were just laziness on my part, they were supposed to be detailed. But I was still looking for a unique feature, and those side-velcros work very well in that regard. I tried the coloured seam, but I'm not too sure - there's only one place where I thought it could be decently applied, which is a bit of a shame. Again, thanks .
@Shiraz: Heh, it's basically all kinds of weird/ugly stuff like a ruff collar, orange breast (I mean, wtf?) and a starched skirt thrown together with Mirror's Edge's colour scheme .
@vcortis: Hmm, I see where you're coming from, but I don't think it's as easy as you make it sound. Making the torso bigger just makes it look very masculine. I think it's the spinal curve that's causing the effect, but that's what makes her unique. In short, I just can't make her more normal while keeping the same style.
@NyneDown: Yup, my thoughts exactly. I've been making insanely normal women for a while now, it's time for something that stands out a bit.
So here's an update. Not a whole lot of change, but the overall detail level has been increased. Is it too much? The clothing style has definitely taking a turn towards the sportive, but I think it works.
And a silhouette:
That's what its all about man. Having an idea and bringing it to life. If it's what you want, keep it up.
I'd love to see it from a few different angles to get a better feel for it.
i dig it
SHE HAS A GREAT PERSONALITY
omg, I almost felt out of my chair laughing so hard.
Ontopic, she looks awesome! I was a bit skeptic about the proportions at first, but it seems like you got it all under control! Good job!
shes gotta be funny too....she just HAS to be
lol, I don't know if polycount has a post of the year award.... but I nominate achillesian!
High poly. I suppose there isn't much more to do. Hair is just a placeholder to get an idea.
Close-up of the face. I figured a bit of a bigger nose would be fun, since everyone's doing sharp noses.
In the meantime, here's a quick colour mock-up on an AO bake in Marmoset. It's a shame Marmo is such a pain with alphas, or I wouldn't bother with UDK at all.
Oh, and I promise I'll use another angle when I take the next screenshot .
keep it up!!
awaiting updates
One thing I'd suggest changing though, is the size of her head, and how close it is to the body. Whereas it might be anatomically correct, the collar really confuses matters, and I think a slightly bigger head, slightly higher up, could really help sell this.
Loving the proportions and textures so far
Otherwise, i'd hit that so hard that if you would pull me out, you'd be the next king of England.
@Animax: Yeah, I think it's the legs - which is why they deliberately don't show any muscles, I always disliked how overdefined Chun Li was.
@GCMP: Surely you don't mean the painting of the texture? That's just an AO map from xNormal.
@MightyPea: I think it's worth seeing how she looks with hair first, I've got quite a big haircut planned, so that might make her head look bigger than it does right now.
So I got the model into UDK - finally - but now I just have to find out how to get it to use the full 2048^2 texture and how to set up the alpha channel.
I didn't stop working on this, I'm just fighting a hard battles with alphas. It's Marmoset again, because UDK isn't as handy with opacity as I'd hoped and I've found out how to export to Marmoset directly from Blender.
Theoretically, I think I can get it to work if I just duplicate the hair planes in the order that they're mostly likely to be seen - but at 25, that's no easy task. I'm thinking of re-doing it so that I can get by with less than 10, larger planes.
Does anyone have any useful experience with hair? Paul Tosca's link is usually the first to show up, but it's also conveniently rendered in a package that doesn't care about overlapping faces.
Q:if this character walked near a wall would the cloth of the dress deform? I guess I just find it hard to imagine how it will work
The only thing i'd worry about would be her massive crotch and super mega wide hips.
I think her proportions are fine... just the width of her pubis is... wide.