I'll be making Hitomi from the Dead or Alive series, one of my faves. She is probably one of the most generic characters in the game, so I'll be redesigning her to be more fantasy-like.
I hope I get some replies and critiques, it was pretty sad during comic-con challenge...so lonely. lol
Replies
A new hair design:
Some thumbs:
I'm heading towards 6, 4, 1 respectively. What does everyone else think, so I know I'm not crazy.
Weapon Concept:
Not sure if anyone else has thought of this, I myself think it's pretty clever haha. I'm gonna keep the 'lace' design, with bullet holes etc.
Comments and crits plz
@jramauri: you say it like it's a bad thing lol
@jackablade: haha true man, I had to look at it again. Now I can't unsee.
@arshlevon: that would be very weird haha
Just a real small tiny update, I think I've got the concept where I want it. I'll start on making the base mesh tonight.
Just finished the base mesh, so I'm gonna start sculpting and add all the other stuff along the way.
I should fix the foot before I'll export haha.
Mmm, perhaps. I mean reading your last sentence you were hoping for something steam punkish, but then I find it refreshing that this one isn't going towards that theme. Like it might be good to push it towards a theme a bit more than it is but it shouldn't be a bad thing that it isn't steampunk or cyberpunk.
I can see the influence from Black Lagoon, looks like it could be good :thumbup:. I'd say that the arms may be a bit too long, I just cut and rotated one and the hand is almost completely below the bottom of the crotch.
btw the earlier designs I'm feeling 1 and 5
You could probably deviate from their standard a bit more (the DOA models were fine in their time, but by today's standards might be a bit lacking).
For the clothing, I think you could probably cover the midriff and still keep a lot of the sexiness. At the moment it just looks like she has a bra on and doesn't really feel like an outfit.
From front view, the feet look kind of squashed. I think it's a common mistake for people to assume that feet are wider than they really are.
@TortillaChips: Thanks for the support man. You are right, I'm don't want to do any steampunk or sci-fi stuff yet. I'm going try set my own type of style. Also thanks for the crit, I have made her taller so I hope that balances it out.
@haikai: Dude I'm a big fan of yours, I appreciate it that you have posted on my thread Ok enough ass kissing haha. There's alot of refs for these models with the right google searches, I had to make sure I'm alone before I went looking if know what I mean haha.
Could you explain further about deviating from the original body? I wanted it to look like Hitomi since this is probably massive redesign and I'm a bit afraid that it'll end up not looking like her.
I agree about the clothing, I need to make it more interesting. Yep, I've stuffed up the foot, thanks for the heads up.
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Ok I've been going through my design inspiration folder and these are the options I could go for to cover the midriff + making the design more appealing.
First idea is a sleaveless jacket, second is..I forgot what it's called, corset? so it's basically the same just extending the bra, thrid is various straps that connects the bra and her pants or skirt. Feel free to suggest something
While I was thinking about where I'm going with the character design I have started modeling the high poly for the umbrella gun.
I still need to add more "gun stuff" to it, I'm still researching how guns bloody work hmmph. As you can see, the shield thing can collapse together when closing the umbrella, pretty nifty eh?
I guess by "deviate" I was trying to say in a nice way that the DOA models, by today's standards, are a little lacking in detail and definition. I'm a fan of the series and I know their reputation for sexy characters, but I'm skeptical how much you can learn from reproducing their model exactly.
I totally agree that you should try to keep the essence of the original character as much as you can, but I don't think you need to go super realistic or anything like that. As JGcount mentioned, working in your observations from real references will help a lot. It's better to know what's there and leave things out according to your tastes than to try to replicate a model that is already somewhat limited in detail.
The model you have now is already serviceable, but I think trying to push it and seeing what you can learn from it could be worth it. If you've got any ideas on ways to shape the model according to what you like then it's a great opportunity to do so.
Is this better? I'm thinking of exaggerating the muscles a bit.
The legs still need a bit of work 'cause it's looking a bit lumpy, and I haven't started on the arms yet so I'll give it the same treatment later. Don't mind the hands, it went like that when I stretched the model.
A little muscle definition wouldn't hurt, but again it's something I'd be careful with not to make her entire body look like it's in a constant state of flex or something like that. There are parts of the body where muscles are naturally more obvious and then parts where it's very subtle. The subtlety is probably the hardest part, particularly on female models, but it's good practice to try and find that balance because I think a lot of sexiness can be communicated with it.
It might help to step down in your subdivisions a bit when deciding on the amount of definition. At lower levels, the polygons are more malleable, reacting better to subtle tweaks. You can always smooth things out later.
The feet look a lot better now, but you might want to take another look at the ankles. The "balls" of the ankle on the inside should be higher than the outside as you have it, but on your model the distance is too great.
I think I might start on the glove sleeve thing because those hands are annoying me :P
Notice the flow of shapes from front and side view. It's pretty critical to get this right for sexy legs (the same can be said for the arms, but I'm too lazy to put something together for that).
Also, notice the definition on the inside of the legs. It shouldn't be nearly as obvious as on your model. Your knees are way too bulky, and the feet still lack structure.
Another area worth taking a look at is the transition between the breasts and the torso/arms.
I know a lot of areas are probably going to get covered up, but really taking the time to examine the whole body and get things right will pay off. I would probably prioritize fixing the overall shape and silhouette before going into more details.
The hand is looking a bit dodgy at the moment so gonna check some refences to see where I went wrong.
There's a sort of flow to legs that your model is still missing. Notice the points that stick out and inwards. There's a specific proportion and curve to these shapes, and they almost form a series of parallel lines in the front view. I've exaggerated it for demonstration purposes here, but I it's worth emphasizing.
Maybe it's early, but I think you should try to make the clothing really feel like it's being affected by the body. It kind of looks like it's just hovering there. Some strategically placed wrinkles/folds and making it look like it's hanging off the body will help a lot.
First up I paid more attention to the face and fixed it up so it's closer to the original and finally sculpted ears. Hopefully the jacket makes more sense now and not floating as before.
This probably one of the final high poly updates unless there's something major I've missed, I'll start retopoing on Sunday.
also i don't see any way to reload the shotgun, or where shells eject
Thanks for the crits, I'll probably texture the ejection hole on the side. For reloading, the bullets will fall into place from the clip. It's more like a long ass double barreled pistol lol
also i see lots of her body clipping into her attachments ie her boots, gloves, top shirt thing. is that concern at all?
@hai: Thanks you're right, I'll fix it right away.
Modeled and unwrapped the hair. I have about 1500 tris to spare, I'll probably able to gain some more after I fix her torso.
I think some subtle AO/cavity treatment on the textures would help things out too.
Here's another shot in Marmoset. I don't like the way that it handles/sorts alphas. So I'm gonna see if UDK is any better, though I don't know how to present it in there or how to save hi res sceenshots. I also kinda regret making the ponytail into strips...I thought I would of gave it more depth. Something I'm not going to try again.
Beauty Shot 1
Beauty Shot 2
Spec Shot
Texture Shot