Hey guys! so, i'm still at odds which path to go down, i've dabbled in 3 areas: character creation, vehicle/mechanical creation and environments, all three outcomes i'm happy with but i've always come back to characters because it's what i really hope to get into.
However, it's the characters part that i'm the worst at when it comes to unwrapping/texturing which is why i've started this character to try and solve any issues i'm having during that fiddly process. Will continue to update this with how things go.
Onto the character itself:
I started the concept yesterday morning, and pumped out a body in Zbrush of how i want it to look like:
Concept sketch (forgive the rushed brush work)
Zbrush body:
I'm still yet to model the head till i get the body down.
Another part of character creation that i really want to explore is asymmetry within characters so i intend to have seperate parts on either side of her such as gun holsters, bags, a lopsided belt and possibly a shoulder pad as shown in the sketch above.
feedback very welcome.
Replies
Fixed the torso, after going back to my references i've found i'd moved the diaphragm area inwards a bit too much so i've fattened that bit up some more and given abit more enphasis to the hip bones just above the belt.
I don't really want them to be any more hugged to the foot than they are now as they're intended to be quite big anyway.
http://i443.photobucket.com/albums/qq151/toxich2o/misc/lols.jpg
The character is a fairly heroic woman so the proportions seem to be good, she's around 7.5 heads tall.
However, looking at the hands now, they're usually the same size as the face and these arn't so the hands need to be bigger.
Also talking about the folds earlier, the creases just below the knees look a real mess so i need to sort those out.
http://i443.photobucket.com/albums/qq151/toxich2o/misc/lols-1.jpg
Still need to sort the folds on the pants and add some detailing to the boots aswell as the skin.
1: Sculpt the hair in Zbrush using zsphere strands.
2: Sculpt in zbrush using high density model plus snakehook tool.
3: ignore hair in zbrush and go straight to photoshop with flat planes on the haid for opacity masks.
heres each one in a bit more detail:
1: tutorial/workflow here: http://www.pixologic.com/docs/index.php/SubTool_Hair_Sculpting_Tutorial
basically sculpt the flat hair around the scalp either onto the head or onto a seperate subtool ontop of the head, and then add zsphere chains for the raised sections that would be detailed using the pinch and standard brushes or any other that may work.
2: http://www.zbrushcentral.com/showthread.php?t=427 (second post)
create a zsphere and use snakehook after a noise brush to bring out strands of hair.
3: the Varga Hair Tutorial: http://www.paultosca.com/varga_hair.html
go straight to photoshop, using custom brushes and alot of alphas and seperate layers to create as many different hair strands as you like, then set up various planes on the low poly to take the hair sections.
(this is what i'd of ended up doing probably anyways, so this i think would be the best idea, it just means the final high poly in zbrush won't have the crazy hair).
Been looking at alot of the FF hair and they've been done, looks like a hell of a lot of polys so theres more than enough to play with. The image below only uses 1500 tris for the hair so there still alot of wiggle room.
heres what i have so far:
Didnt put a light in the viewport >< so mass specular highlights at the moment.
Theres still a few errors in the zbrush hair, need to sort those out.
My problem at the moment is though, how should i do the hair to get the best result? to save time which i'm running out of, i'll be sticking with the scultped short hair i did in zbrush rather than any long fancy hair, so would i be better having all one mesh for face and hair, or should i add the hair as seperate planes on the top using the zbrush hair for the normals, there for saving UV space?
I'm probably going to go with this approach but was just wondering is this how short hair is done in the industry anyway?