hey guys and gals,
inspired by all the awesome hand painted characters floating aroung I thought I'd give it a go myself. This character is based on a concept by marko djurdjevic for parasytic moon. I'm using bodypaint for the first time and I'm loving every second of it, however I'm unable to display the alpha properly in the viewport but I'm sure there's some way of fixing that.
I think I've reached a point where I'm able to take in some critique and tips on how to push it further so if you got it, let me have it!
cheers :thumbup:
Final result:
presentation:
and the texture:
Replies
nice start so far - you've got the tones down well - maybe some more definition around the bust/bewb/torso area; she may be "flat" but i'm preety sure we'd see something - some shadow on the underside of the red cheastwrap perhaps (+underboob )...
pants are a bit noisy - but it really depends on how readable it is from it's intended view
the armor/metal seems ok - but the first bit on the waist seems to lack a lighting direction (i.e. sun above) - the 'shine' (washed out white bit) just looks a bit off to me whereas the peices underneath look ok...
oh and no seams! great!
I've started adding some shadows and depth but not enough to justify an update. And I'm sad to say there will be no underboobs this time
I know what you mean about the armor and I'll try to come up with something else. Since that piece is allmost vertical it's a little harder to get the shading interesting.
in the concept she's carrying two daggers so I'm gonna try to fit them in there, I think I have enough space for something like that.
I don't know what the original concept looks like, but my first impression is that it starts to get busy in the lower half of the model. The main culprit is probably the design on the pants... maybe if the yellow lines were toned down?
The metal pieces are also very high contrast. The metal is going to be picking up a lot of bounced light from itself and the colors around it so I think the dark areas could be brought up a bit and tone the highlights down.
It kind of feels like you're trying to indicate many sources of light around the model which kind of flattens things out. I'm a fan of the idea of keeping most of your light from front and back and letting things darken a bit towards the sides because you get a chance to really indicate forms that way and give the model some focus.
This is looking good though. The rendering and shading is nice, and the model looks well shaped from what I can see.
I'm kind of liking parts of the pose but the main problem area is the way her buttcloth interacts with the pants... would be fixable if the damned thing wasn't mirrored.
in general, also, i'd suggest keeping the uber highlights to the focal point... (face etc)
Next up I'll go over the plates around her waist and feet to try and get them to the same level as the helmet.
here's a comparison of the old and the new with a lightmap added:
I just posted here to say that i really love your models.
Could you post a wire of the model?
bit of an update here. Kinda getting close to satisfaction but I still have some areas to cover and maybe add something to make it more interesting.
Really nice work!
Some areas look like they haven't had much attention, like the back of the lower legs and maybe the exposed skin of the upper body. The entire back also looks like it needs some love, especially when compared to all the busy detail on the front. Maybe some scratches on the armor, stains, markings on the cloth etc? Some stronger shading on the shoulder blades and pit of the back would help too.
Keep it up!
Keep going!
Edit: At the same time the more I look at it, I wouldn't mind it if there were no changes lol
I've got a lunch break coming up so I'll try to work on the parts you've mentioned.
Makkon: thx alot, though I need to confess. I've kind of strayed a little from the completely hand painted part. I added a light bake to help getting a more unified shading and there's one or two overlays to get the smaller details in there
Suggesionts:
- bring back the color and matt-ness to the pants / gloves
- consider adding the pants purple to the shoe, where the armor doesn't cover it
- reduce the red towards bottom of cloth, possibly grunge texture overlay
- add more details to the rear view as it considerably less interesting than front (calf-armor definition, arm-cloth decoration that extends from yellow stuff at the top to elbow, maybe even a few yellow/orange features could spice her up)
I spent some more time on the back of the torso, plates and boots. Added some colors to the knives, desaturated the red cloth at the bottom and a golden rim on the helmet that might help bring the focus a little more towards the head.
The tear mark on the calf is gr8, well placed. The highlights on the hump-armor take it towards the plastic again, u've gotta watch those speculars.
Also - this might be a render issue but - the cloth alpha could use some softening. It almost looks like it was done with the pencil tool
Beyond this I'd say u'r done - good job!
the alpha is a rendering issue, it's alot softer in maya. I'll probably use maya for the final shots.
I love this girl, very nice colors. I want the same pants !
For the skin, maybe you can try to add some details, it's a littbe bit too smooth here.
anyways, I'm calling this one done (for now) so huge thanks to all of you for the great tips and feedback. I've got a bunch of concepts from the same series so I hope to do another one in the near future.
The finals will be posted on the first page.
thanks again :thumbup:
Gotta agree with what has been said about the face.