One quick question though im a bit of a newb at 3D modelling.. You know your first blockout model, did you create the model concerntrating soley on the shapes & forms and not worrying about topology, triangle or n-gons. Then once completed, go on to working at the topology and high-poly. Its the workflow that I am trying to get right any help is much appreciated
SaferDan: Thnx. grantthompson: Ok. So the hardest thing, is to not worry about typology in first stage Only masses and proportions matters. When u are satisfied with result, its time to retopo. Try to find every triangle and change it to 4-5 gons and the most important, in every change in mesh remember about about overall shape. I think the best tutorial about this workflow is the one from bulgarov: http://www.thegnomonworkshop.com/store/product/544/
Mind: Thnx. Emil Mujanovic: Thnx. Ill try to updating as much as I can.
Now small update. I changed the concept a little bit. JetPack was removed and replaced with the wings (on this screen wings are just started). I hope u like it.
She has a bit of a horse face, and I don't see any practical battle suit having high heels... But those are just personal preference. It's looking really awesome so far! And to echo Illusive, the density of the armor definitely draws the eye to the crotch.
Hi, yours is a really nice model, but I think it has a flaw in base female anatomy. The legs, starting from the sculpted model, don't look very feminine, but quite skinny and straight. The bad impression is enhanced by the armor which makes the general shape of each leg look like a sort of cylinder or very elongated truncated cone.
To have an idea of what I'm referring to, take a look at the Loomis' reference polished by Gauss, and maybe compare it to your sculpted base. I think you've lost some of the most beautiful female lines.
Illusive: Coz the crotch has first finished details. Disting: Thnx! PatrickL: Yea. I'll take more care to face when i finish armor. I rally need to improve my face modeling skills SyncViewS: Thnx for advice, but in this stage any change of base shape will be painful. I'll do a small reshape when everything will be done in zbrush.
I think the forms are floating very well most time (especially on the wings) but on the legs i miss that the shapes are support each other especially on the upper leg.
Looks really good so far, but please please fix the corners of her mouth, it's really killing the face... I see this mistake so much with female characters The bottom lip usually subtly rolls under the top lip.
roosterMAP: thnx! SimonT: Thnx for comment. I'm still working on detail( cleaning it and fitting every part to each other) Crash: Hmm...I'll scale it up a little. Raider: Yea I'll take care about face later. lildragn: Thnx. The advices will be helpful when I'll focus on the face.
I really like it. +1 for her not having Watermelons up front if you know what i mean. Im unsure of the wings, but thats more of a personal pref. I like the massively huge wings that go out like an eagle. These look more like tenticals. Great progress!
It's rare that I say this out in the public, but I think I just came....
MY GOD! That is some awesome work there! I really look forward to your texturing!
So many nice comments. I think I need to contradict some people here.
I don't like the random details on the armor. Face needs a lot more work in my opinion. The hands are too wide and some parts on the whole model look too blobby like you decided to extrude them from the mesh spontaneously without the proper geometry for it.
You used Zbrush for this? If you want to make changes to the entire form you can use Transpose Master. It merges everything into one tool and allows you to make alterations, then when you're done it pops everything back into seperate subtools.
Zpanzer: Thnx for nice words Jungsik: Thnx. ıomeen: I'll try to make details less random in texturing phase, but in fact, they are little random. Especially the ones I make last. When I was tired.
LRoy: Thnx for tip. But I prefer to hold all symetris in max (only with Hard surface).
Please excuse this quick and incredibly dirty edit (check the filename to see what I think of it) but I thought I'd have a lot more success showing rather than trying to explain what I thought was off with your character's face:
Also, I think the stray lock of hair is hanging in an incredibly unnatural position.
Otherwise I really like your model, but feel the abdominal/groin region could do with some simplification. It's really distracting.
I like your hardsurface but I sadly do not like the face. The proportions are a bit weird and she looks kindof like one of those adult dolls
It comes across as if you spent way less time on the face than the rest( I might be wrong). That isn't a good thing since the face is the most important part of a character. It is always where your eyes go first, so you better well nail it.
Thnx everyone for the numbers. I've choosen something between 2 and 8. Because I think the bright colors will better fit to concept of angel.
Face is crap, I know. To much care about hard surface and face was forgotten. I've changed a little proportions but this is only a small touch. (thnx for overpaint). Whole face should be remodeled, but I'm rally tired of this character already. Now my goal is to finish it.
If all else fails, giver her a helmet. It might be the lighttg, but at first glance it looked like she has a double chin. Her hair is to flat on here. Give it some volume rather than it looking like she just came out of the shower with a wet head of hair. I like the color choice but would tone the secondary color a little so its not to contrasty with the line work.
Fantastic hard surface modeling on the armor. Great job.
I think you improved the face, but I think the problem is now in the lower part of the face. The lips are kind of down turned in the sides, and under the chin, it slopes down a bit leading to the neck like she has a little too much fat.
The armor looks really good!
Still the face needs more love, it's too bad because it makes the whole character overall to look, not bad, but not as good as it could with that awesome armor ^^
Replies
UP. I started retopology. I marked red the pieces made HP already.
Im excited to see it finshed!
The detail is great
One quick question though im a bit of a newb at 3D modelling.. You know your first blockout model, did you create the model concerntrating soley on the shapes & forms and not worrying about topology, triangle or n-gons. Then once completed, go on to working at the topology and high-poly. Its the workflow that I am trying to get right any help is much appreciated
grantthompson: Ok. So the hardest thing, is to not worry about typology in first stage Only masses and proportions matters. When u are satisfied with result, its time to retopo. Try to find every triangle and change it to 4-5 gons and the most important, in every change in mesh remember about about overall shape. I think the best tutorial about this workflow is the one from bulgarov: http://www.thegnomonworkshop.com/store/product/544/
Mind: Thnx.
Emil Mujanovic: Thnx. Ill try to updating as much as I can.
Now small update. I changed the concept a little bit. JetPack was removed and replaced with the wings (on this screen wings are just started). I hope u like it.
for real though it looks awesome
That looks freakin' amazing!
To have an idea of what I'm referring to, take a look at the Loomis' reference polished by Gauss, and maybe compare it to your sculpted base. I think you've lost some of the most beautiful female lines.
Disting: Thnx!
PatrickL: Yea. I'll take more care to face when i finish armor. I rally need to improve my face modeling skills
SyncViewS: Thnx for advice, but in this stage any change of base shape will be painful. I'll do a small reshape when everything will be done in zbrush.
Progress:
and HI ress:
http://img810.imageshack.us/img810/8417/17hires.jpg
Besides that: great work!
The wing design is very cool btw.
~t
SimonT: Thnx for comment. I'm still working on detail( cleaning it and fitting every part to each other)
Crash: Hmm...I'll scale it up a little.
Raider: Yea I'll take care about face later.
lildragn: Thnx. The advices will be helpful when I'll focus on the face.
A little up: (the red areas are still untouched):
And Hi ress:
I also kinda liked the rocket idea better, not to sure, the wings are a bit overdone, but then again this is an angel.
Well executed though, keep er up!
and hi res:
http://img202.imageshack.us/img202/6222/22hiress.jpg
hi res:
http://img59.imageshack.us/img59/5044/22innehiress.jpg
In fact this is not low poly.
25 998 tri 2048x2048 armour. And 1024 for head. AO + Normal.
Hi ress:
MY GOD! That is some awesome work there! I really look forward to your texturing!
I don't like the random details on the armor. Face needs a lot more work in my opinion. The hands are too wide and some parts on the whole model look too blobby like you decided to extrude them from the mesh spontaneously without the proper geometry for it.
Jungsik: Thnx.
ıomeen: I'll try to make details less random in texturing phase, but in fact, they are little random. Especially the ones I make last. When I was tired.
LRoy: Thnx for tip. But I prefer to hold all symetris in max (only with Hard surface).
A little tweeked proportions
And wip face:
http://img137.imageshack.us/img137/4856/43912771.jpg
EDIT ........
little fixed face:
~t
Also, I think the stray lock of hair is hanging in an incredibly unnatural position.
Otherwise I really like your model, but feel the abdominal/groin region could do with some simplification. It's really distracting.
It comes across as if you spent way less time on the face than the rest( I might be wrong). That isn't a good thing since the face is the most important part of a character. It is always where your eyes go first, so you better well nail it.
Face is crap, I know. To much care about hard surface and face was forgotten. I've changed a little proportions but this is only a small touch. (thnx for overpaint). Whole face should be remodeled, but I'm rally tired of this character already. Now my goal is to finish it.
UP (Scanline, 3 uncolored lights) :
Hi ress:
I think you improved the face, but I think the problem is now in the lower part of the face. The lips are kind of down turned in the sides, and under the chin, it slopes down a bit leading to the neck like she has a little too much fat.
Hair is looking much better though.
Still the face needs more love, it's too bad because it makes the whole character overall to look, not bad, but not as good as it could with that awesome armor ^^
my advice is to use reference for the face
achillesian: Thnx!
FINAL (wires, textures, rig etc. I'm going to show in portfolio):
Hi ress:
Last update (rest shots):
Even if it isn't, I can't believe she'll kick ass in high heels. Cool armor though. I like the wings too.