In this character re-design thread, I'll be posting progress shots of my character Jacqueline Celestia as I model, texture, sculpt, and rig 'er up. Critiques and comments are welcome.
Thanks for the advice, roost. I took your suggestion into consideration and did make her chin pointer. It might be more difficult to tell in this update, but it's there.
Hopefully, I'll be wrapping up the rest of the character modeling today, or within the next few days. Right now, I'm working on the legs.
Rurouni Strife - Thanks man, I appreciate the enthusiasm. JonathanF - Thanks! Yes, I definitely plan to do a thorough ZBrush pass on the character and soon.
On you next update, can you also show a front facing view? That plus the perspective view might help at least me personally spot any proportion errors. Which so far I don't see any.
Looks great. Quick question, is it necessary to model in the T pose? I've been told in the past that it makes rigging easier, but I personally find that it is really difficult to judge the anatomy because you don't often see people in this pose. Also you have the issue of deforming the arms going down to deal with and the deltoids changing as a result.
-Neil
Torrrtilla: people usually these days model in modified T-pose which has the arms down to about a 45 degree angle. Some people still use the straight up T-pose though. Whatever works and the person is most comfortable with is the way to go.
Great texturing work - I especially like the subtle variations of the skin across her cheeks and nose, as well as the eyebrows. Very nice. Love the color of her eyes, too.
The only thing I'd suggest right now is adjusting the opacity of the eyelashes to avoid that caked-on look. Shape-wise they're great, just looks a little heavy on the mascara right now.
Torrrtilla - Great question, I think Kewop Dream pretty much nailed what my response would have amount to. With that said, I would love to start working in more natural arm poses at some point. Since this would eliminate an extra step in which I bring the arms down and correct any issues with deltoids or strange arm/shoulder deformations, like you had mentioned previously.
Kewop Decam Thanks for the explanation; you nailed it.
danshewan Excellent observation. I adjusted the opacity and, also, the density/shape (slightly, well actually I repainted them) of the eyelashes. Added a little bit of purple-bluish eye shadow as well.
Your texturing is outstanding. I can tell you put extra effort into making every area unique on her face so far. Also, is that from Max or CryEngine? Are you putting this into an engine?
Rurouni Strife, As willy-wilson pointed out, the wip images thus far are all just simple screen grabs from Maya. Later, I plan to use Marmoset Toolbag (or something similar) and Maya Mental Ray for final renders.
EDIT: All screen grabs are now Marmoset Toolbag, minus the ZBrush hires sculpt ones.
Looking really cool, i'm a little concerned with the lack of a sheathe and the grapple hook. I'd imagine they could do some serious damage while she's running
That damage from the hook can be remedied by attaching it to the back of her lower backside? Eh, that's what I'd do I guess.
I'm loving this still, can't wait to see what the lighting is going to do to her.
Id say give her legs some asymmetry and put a leather strap along her thigh right at the height of the hook to hold it in place. Legs look way too bare anyway.
Thanks for the suggestions. I followed your words of wisdom and added something to better protect her bare legs. The updates have been applied in the image above.
This is looking great! The ears could need a bit more reworking though. You should check similar elf ears like the ones in the WoW cinematics for reference.
Keep it up!
This is awesome! How did you do the hair? I've seen tutorials, but I can't seem to figure out how to create a style. You just extrude a plane from the head and start moving points around or is there a certain method?
Goraaz - I'll have to check those WOW cinematic elves' ears out for ref and see what I can transfer over to this model. LRoy - That's more or less how I approached building up the model's hair here. I started with a single plane, starting from the root of the hair and extruding my way down until I would complete a single piece of poly hair. Then, it was just rinse and repeat until I made all of the strands. Stromber90 - Thanks, I'll have to inspect the shoulders further and see what I can do.
The arms seem a bit early 2000 and the rest of the model looks really accurate and 2010. it's a compliment really, that you should have to improve the arms to match the quality of the rest of the model. Also, hair looks a bit like it's made of tendrils.
Goo design and a lots of nice small details. The face for me looks to human (realistic) and considering that it is elf so maybe worth to exaggerate the shapes of the eyebrows, nose, lips, make it more sharp. Tips of the ear doesn't looks like a flash. I like the character, its kind of similar topic to mine
Replies
model is really really good.
Hopefully, I'll be wrapping up the rest of the character modeling today, or within the next few days. Right now, I'm working on the legs.
JonathanF - Thanks! Yes, I definitely plan to do a thorough ZBrush pass on the character and soon.
now throw a litle hotrod red in there:poly121:
Dani
-Neil
The only thing I'd suggest right now is adjusting the opacity of the eyelashes to avoid that caked-on look. Shape-wise they're great, just looks a little heavy on the mascara right now.
Torrrtilla - Great question, I think Kewop Dream pretty much nailed what my response would have amount to. With that said, I would love to start working in more natural arm poses at some point. Since this would eliminate an extra step in which I bring the arms down and correct any issues with deltoids or strange arm/shoulder deformations, like you had mentioned previously.
Kewop Decam Thanks for the explanation; you nailed it.
danshewan Excellent observation. I adjusted the opacity and, also, the density/shape (slightly, well actually I repainted them) of the eyelashes. Added a little bit of purple-bluish eye shadow as well.
EDIT: All screen grabs are now Marmoset Toolbag, minus the ZBrush hires sculpt ones.
I'm loving this still, can't wait to see what the lighting is going to do to her.
Keep it up!
This might be only me, but i think the shoulders seams a bit to wide, very manly.
LRoy - That's more or less how I approached building up the model's hair here. I started with a single plane, starting from the root of the hair and extruding my way down until I would complete a single piece of poly hair. Then, it was just rinse and repeat until I made all of the strands.
Stromber90 - Thanks, I'll have to inspect the shoulders further and see what I can do.