Here's a character, based on one of Svetlin Velinov's paintings, I've been working on for a while now. Some of you started critiquing it in my portfolio thread, so here's your chance to really tear it apart.
I just want to point out that the hair is a rough mockup right now, and the backpack hasn't been touched in Z-Brush yet.
Looks very cool cant wait to see more!
"golf instructor" sounds so boring so i just barely clicked the link, maybe change the name to something like "emo golf "instructor"", maybe draws more attention
Nothing too major, but I altered her proportions to make her a bit more realistic, I also refined her anatomy here and there. I think her shirt is pretty much finished
Drakon - Thanks, not a bad idea.
Jesse - Aw snap
Daphz - Thanks. See what you think of her torso now.
Looking good, I wasnt expecting to see this when seeing ""Golf Instructor". Modeling is looking clean and digging the sculpting on the clothing. I think you need to define the legs a bit more like the back part of her leg(forgot the name of that muscle). The neck looks slightly too long but then again it looks similar to the concept.
two things though:
-On the early close up, the area where the nose meets the brow, seemed abit wobbly
-Her ass is not very flattering outside of profile.
JGcount - I'll have to take a closer look at the nose area, I may have missed something. Can you also be more specific about what you think is wrong with her butt? I'm not really trying to make the "perfect" woman, just trying to get the anatomy correct while capturing the personality of the character. I can post my ref as well for comparison, but I won't be home for another few days : )
Can an admin also change the title of the thread to "Emo/Punk Chick" for me? I would appreciate it.
This is coming along nicely and the only critique I have about those boots would be that I don't think the Zipper would bunch up like the rest of the boot, especially on the stiff kind of material boots are made of.
polypunx - Thank you, but I agree with StefanH about the proportions. 6.5-7 is the average, so I'm not sure what Loomis was writing about (but I love his work).
disanksi - Thanks man
iomeen -
BradMyers82 - Thank you
Finished the backpack and almost done the highpoly.
very nice, really polished looking and well done cloth effects
my mind explodes at how it is done, I'm assuming the buckles and things like that such as those of the shoe are separate to the shoe at the high poly level, but everything is together on one model on the low poly shoe and it's normal map, it can't be zbrush you used for the normal maps can it, I didn't know you could get the normal map to include anything other than the same subtool at a higher subdivision?
IridionSnake - Thanks. The process for making the highpoly stuff isn't too complicated, you just have to put a lot of thought into the base mesh. For the boots, I modeled in most of the details in max, like the separate pieces of leather that make up the whole thing, and I also modeled the straps and buckles as separate objects. The buckles and the soles are sub-d modeled so I left them as different sub tools in z-brush and imported them purely for reference when sculpting. The straps and the boots themselves I made into one sub tool but I separated them into their own polygroups to make sculpting easier. For the lowpoly boots, the straps and buckles are all one continuous mesh to make projecting the normal and AO maps easier. I only made the buckles separate objects on the skirt straps because they're pretty big and look much cleaner that way. The buckles and straps on the backpack are also one continuous mesh, just like on the boots. Here's a pic of my boot base mesh:
(*Note - I added the zippers after the boots were sculpted because by then the folds where done and I was able to conform the zippers to the surfaces of the boots in max.)
Hey RJ, check out the book "Dynamic Wrinkles And Drapery" by Burne Hogarth. I think he explains all the key concepts behind cloth quite well. After that, it's just a matter of practice. You seem like a solid artist though, I don't think you'll have too many problems
ah thanks for that, I think I see, same subtool but the polygroups lets you edit them as if they were separate subtools and then they all bake into the normal map fine? hm I've been looking in zbrush and perhaps not as many people use the normal map maker in it as I thought! makes sense though, you can't control projection distance and other stuff in the new one as far as I can tell so if the normal map isn't good there's no settings to change to make it come out any better
Replies
"golf instructor" sounds so boring so i just barely clicked the link, maybe change the name to something like "emo golf "instructor"", maybe draws more attention
Nothing too major, but I altered her proportions to make her a bit more realistic, I also refined her anatomy here and there. I think her shirt is pretty much finished
Drakon - Thanks, not a bad idea.
Jesse - Aw snap
Daphz - Thanks. See what you think of her torso now.
two things though:
-On the early close up, the area where the nose meets the brow, seemed abit wobbly
-Her ass is not very flattering outside of profile.
JGcount - I'll have to take a closer look at the nose area, I may have missed something. Can you also be more specific about what you think is wrong with her butt? I'm not really trying to make the "perfect" woman, just trying to get the anatomy correct while capturing the personality of the character. I can post my ref as well for comparison, but I won't be home for another few days : )
Can an admin also change the title of the thread to "Emo/Punk Chick" for me? I would appreciate it.
I did some work on her nose/brow area and cleared up that weirdness.
Also gave her arm warmers.
popngear - Thank you!
Uly - Looking at your avatar, I'd say you'd be... two squared to do it
it looks likes it's about 7 heads now, maybe even less.
other than that it looks really good.
Small girls are wonderful.
disanksi - Thanks man
iomeen -
BradMyers82 - Thank you
Finished the backpack and almost done the highpoly.
(Edit: Hosting fixed)
Now it's UV mapping time!
looking really cool so far, can't wait for textures.
my mind explodes at how it is done, I'm assuming the buckles and things like that such as those of the shoe are separate to the shoe at the high poly level, but everything is together on one model on the low poly shoe and it's normal map, it can't be zbrush you used for the normal maps can it, I didn't know you could get the normal map to include anything other than the same subtool at a higher subdivision?
skylebones, JustinPunio,and Walrus - Thanks guys.
IridionSnake - Thanks. The process for making the highpoly stuff isn't too complicated, you just have to put a lot of thought into the base mesh. For the boots, I modeled in most of the details in max, like the separate pieces of leather that make up the whole thing, and I also modeled the straps and buckles as separate objects. The buckles and the soles are sub-d modeled so I left them as different sub tools in z-brush and imported them purely for reference when sculpting. The straps and the boots themselves I made into one sub tool but I separated them into their own polygroups to make sculpting easier. For the lowpoly boots, the straps and buckles are all one continuous mesh to make projecting the normal and AO maps easier. I only made the buckles separate objects on the skirt straps because they're pretty big and look much cleaner that way. The buckles and straps on the backpack are also one continuous mesh, just like on the boots. Here's a pic of my boot base mesh:
(*Note - I added the zippers after the boots were sculpted because by then the folds where done and I was able to conform the zippers to the surfaces of the boots in max.)
Rezghenth, ELAGO, MattQ86 - Thanks!
Please ignore the hair for now
Cexar - Make up will be near the end.
Some progress