Latest Image:
Hey all,
I've just joined this community, hopefully I can recieve some critique on my university project.
Here is the latest screen grab from zbrush.
The concept was to make a female character for the next Call of Duty game.
Any help appreciated.
Replies
Ankles are awkward. Feet are flat. Arms appear too long. Face is manish. Can you turn on perspective when you showcase? It will help to get a feel for the form and how the silhouette is working. it also helps to render on a 50% gray instead of pure black (shape is lost in the darkness).
Beta-channel- Thanks for spotting the errors, I've tried to improve all those you've listed.
I think this community is much better than the cgsociety as i've had no response to my thread on there. Cheers guys.
Here is the finished zbrush sculpt images.
Model sheet- http://img8.imageshack.us/img8/7786/charactersheetj.jpg
Close up- http://img847.imageshack.us/img847/2640/detailedshot.jpg
I'd suggest looking at some real reference before getting excited to model breasts and vaginas.
Point being, women in war are not sexualized as what you're showing here. With this reference, you don't even need to model breasts, this base should have next to no detail, and exist purely as an anatomical base to build on.
as for the model, the proportions feel off around the body, hands a bit small, lower legs too short, and she looks like she has kyphosis. the upper torso looks like its on the right track tho, but think you may be going a little too far with the silicone. All around, i think you need to use a lot more reference, of normal people, look at skeletons, and copy forms and shapes from anatomy books. The hard part with this will be making her face realistic!
It's part of our brief (uni assignment) that the model will be presented nude and is anatomically correct.
As for the model, the proportions of the face look a bit off, eyes too big maybe? Also the upper arm just before the elbow goes a bit pointy and the tricep too thin.
Skillmister- Cheers for the feedback i've tried to improve these so hopefully it looks better now.
The arm looks badly inverted and i've tried everything and I can't fix it.
-i've build my low poly model again last night and then unwrapped it and i'm still getting this problem.
I tried to project it in zbrush, xnormal and 3ds max and nothing worked.
anyways Nice work so far
Also, this thread freaks me the hell out Interesting idea mind you, we don't see many (Any?) female matine models... But that face... Shes so... Happy...
Can't... Stop... Looking...
Super Happy Cow- I've just flipped the red channel and here is the result
Its still not working.
I did originally use the lower sub-division from zbrush and I thought that was causing the problem but then I started from scratch yesterday and did a whole new mesh in 3ds max and annoying as it sounds I have the exact same errors.
Appreciate your help guys.
It may sound weird but he de-attached the problem areas, attached them to a primitive box and then attached it back to the body which fixed the error. He did it infront of me and I was amazed. But then we had a power failur so we lost everything.
Either ways I appreciate everyones help.
There is another way to fix it too.
open your material panel add a normal material to your mesh, save the thing, reset your project, import your mesh from the project u just saved and add the directx xoliul shader again with your normalmap.
Normally this should fix your problems too you could also try to detach the problem areas before you detach but i've never needed that :]
have fun ;]