Out of interest. Have you tried a version with shorter legs? It just seems to be the main thing that's getting crits and I think its worth a shot. I think the fact that they are so long distracts from the piece as a whole. Silence the critics so to speak.
I'm also thinking the arm length is more an issue, but maybe adjusting both would work. Making her arms too long to compensate might make her look overly lanky and awkward. Right now she's lookin' pretty cute.
I feel like the waist and buttox could be a bit taller. It seems out of place with the rest of your proportions. Looking absolutely awesome, though. Keep going!
I have made her legs a bit shorter as a test and I am a bit un-decided. I like them longer but I also like the shorter legs. Makes her look cuter. I think I will go for shorter. Thanks for the suggestion ahhh everyone
Nizza_waaarg: Thanks man... but anything I can do YOU can do better. Your Demon lady already kicks Cherry's ass.
Bit more progress. Started the tat, wow stressful. Got the short hair in, Now I need the loose hair to match. Generally getting there but this is taking too freaking long. SOOOOOO much still left to do but hay maybe one day I will finish her
this is awesome work, wish i could model 10% as good as this, any chance you can post up a pic of your zspheres and base mesh? i keep meaning to have a full day on zbrush, but just havent had the time, and as a newbie the UI bakes my head something rotten.
I like where this model is going, and the little freckles (and her whole face really) are cute
The tattoos seem to much like sticker at the moment, as if it's ON the skin rather than in the skin (if that makes sense?)
Illusive: The tatts are pretty heavily modified source images combined into one big image. For the main shoelaces I Modeled them and baked them down to the low poly. The laces that loop around are modeled. and so are the bunny ears and knot.
Here is a workflow for the boots. I hope that made sense and diagram helps. sorry I really rushed that explanation if you want some more help just give me a yell and I will try help clarify any problems you are having.
Not really great but.
MeintevdS : Thanks for the feedback. I think the "sticker" vibe to the tat will be taken care of once I add a little bleed to the edges. I think that will helps to root it into the skin.
EiGHT : BIG thanks for the kind words . The short hair is diffuse with a little spec and normal map action.
newto3d: Thanks. Yeah Z-brush is a noodle cruncher. You will get the hang of it, it just takes a little time. I will try to put together a workflow image for you in my next update.
HUGE thanks everyone for the kindness and feedback. I better get back to work now the boss is looking at me.
Looks awesome @newto3d this is the low poly that was created after the high poly was done just to bake it down to ( I believe ) Most of the time you would use a different base mesh to do your sculpting on.
Got a crit on the boots though, they kind of look like every part of it is rawhide. It would help if you made the lace rings metal, the ankle padding leather and the sole rubbery.
Ref:
Also, maybe try without pantyhose? Right now my eye is drawn more to her crotch area than her face and its making me feel like a perv, lol.
WOW Duncan! yea as others have said you have come a looooong way with your sculpting and workflow, your textures still rock as always tho haha:thumbup: the tats through the sheer leggings is genius man she looks amazing!
@ newto3d: hahaha sorry. That low poly was the "in game" mesh created after the sculpting stage (exactly like disanski said). I modeled the boot in it's different parts eg: Toe and tongue (one piece), Sole, Lace ringlets and studs,etc....
Here is a quick diagram.
I actually did very little sculpting for the boots. I only added scratches and wrinkles. The mesh was mostly quads but the sole had a few tris, which z-brush doesn't mind...... so long as you don't do too much with them.
@ bbob: Thanks man. Yeah The colour on the boots or rather the lack of colour on the boots is only because I have not really started them yet. They are almost literally straight out of the box. When I get back to them they will indeed look more like the standard workman's boot (with a few extras ).
I have looked at her without the pantyhose but her legs are too bright and dominate the scene. I am adding some little rips and ladders and I hope that will help re-enforce the whole pantyhose thing, and even out the whole undies to eye ratio ....... but not too much.
@ Illusive: Not a problem.
@ seth.: Thanks
@ woogity : Big thanks. I have crazyfool's Daily sculpting exercises to thank for breaking my Z-brush fears.
@ crazyfool: Hay, Hay. Speak of the devil . Thanks mr.
The style is a lot of fun, but I have to say, the leg tattoo thing is just really distracting. Almost like you pasted some random image on there more than being a tattoo. I dont really think its adding anything to the overall quality. Great work otherwise.
Oh man, those shapes.... I really like how you managed to create a real separation between the body and the shirt/pants with that tattoo going underneath, even though it's all just a texture.
@ EarthQuake: Thanks for the feedback man. Yeah I have to say I agree with you. I was worried about that tat. Rather than get rid of it all together I might try and get it to sit a bit better..... Then when I loose my patience with it I will probably just delete it .
@ Emil Mujanovic: hay hay hay man. Hows it going. I am really glad to see you here. Not seen you round these parts for some time. Hope you are doing well and thanks for the thumbs up .
Pointless update. Tweeked the hair. stockings. Started the boots, and finally got around to cleaning up some of the AO and normal map bakes. Adjusted the leg tattoo. Added some rips to the stockings but would like to add a few bigger ones as soon as I can find the right place for them, and some decent ref.
Still sooo much left to do, I hope to get a decent amount of work done on this over the weekend.
Wow very cool looking so far mate,yeah i think that tattoo is a bit too much covering her entire thigh especially since that skull is very realistic compared to model itself,i like what you did with those torn stockings,keep going :thumbup:
@ g2000: Thanks man . Yeah Tat may have to go or change a fair bit. I don't mind it so much now with the darker stockings and the blood. seems to dull it down just enough. But then agin perhaps it still needs a change.
@ nfrrtycmplx> hehe thanks. Walking more like Stomping
Started splashing some blood around. Still need to add some blood to her skin. Also going to look at shaving some sort of pattern into her short hair. Maybe something like Zebra stripes. hmmmmmmm need to think. I might take a bit of a break from this chick for a while She is taking too freaking long and I am starting to get bored.
@ newto3d: Sorry, I am trying to get that Workflow done for you but I am finding it hard to get some spare time. Basically I work with Z-spheres to figure out the over all proportions and shapes, then quick retopo in Maya. Sculpt away. export to Topogun and build the "proper" low poly unwrap in Roadkill and bake in X Normal. The rest is just Photoshop magic. I will try to do some visuals but it may take a while. I hope that helps.
Replies
Out of interest. Have you tried a version with shorter legs? It just seems to be the main thing that's getting crits and I think its worth a shot. I think the fact that they are so long distracts from the piece as a whole. Silence the critics so to speak.
I have made her legs a bit shorter as a test and I am a bit un-decided. I like them longer but I also like the shorter legs. Makes her look cuter. I think I will go for shorter. Thanks for the suggestion ahhh everyone
It has been a while since my last update so thought I would check in. My girlfriend moved in with me a while ago so progress on "Cherry" has be slow.
Anyway here we are. Still a tone of work to do but she is getting there.
Awesome work!
Nizza_waaarg: Thanks man... but anything I can do YOU can do better. Your Demon lady already kicks Cherry's ass.
Bit more progress. Started the tat, wow stressful. Got the short hair in, Now I need the loose hair to match. Generally getting there but this is taking too freaking long. SOOOOOO much still left to do but hay maybe one day I will finish her
big, BIG Thanks again everyone.
see you all soon.
diggin the tatts man, and the short hairs came out nice too : )
gotta finish this one dude :poly142:
Nizza_waaarg: Thanks man. I am gonna try. But it is taking too freaking long.
CandyStripes05: Thanks. Yeah the tat is pretty heavily modified source images. Some Anatomical studies some real tatts.
afisher: haha you knows it mr
Not much of an Update added the hair Fixed up the greeny finger, Updated the tattoo a bit, Added eyebrows.
Thanks again everyone.
These updates are looking great!
keep up the amazing work dude.
I like where this model is going, and the little freckles (and her whole face really) are cute
The tattoos seem to much like sticker at the moment, as if it's ON the skin rather than in the skin (if that makes sense?)
Anyway, looking sweet. Keep up the good work!
how did you do the shoelaces btw? i'm doing a character with some boots a lot like yours and i'm not sure about how to go (splines/opacity maps)
any advice would be appreciated
Not really anything worth an update today booo.
Illusive: The tatts are pretty heavily modified source images combined into one big image. For the main shoelaces I Modeled them and baked them down to the low poly. The laces that loop around are modeled. and so are the bunny ears and knot.
Here is a workflow for the boots. I hope that made sense and diagram helps. sorry I really rushed that explanation if you want some more help just give me a yell and I will try help clarify any problems you are having.
Not really great but.
MeintevdS : Thanks for the feedback. I think the "sticker" vibe to the tat will be taken care of once I add a little bleed to the edges. I think that will helps to root it into the skin.
EiGHT : BIG thanks for the kind words . The short hair is diffuse with a little spec and normal map action.
newto3d: Thanks. Yeah Z-brush is a noodle cruncher. You will get the hang of it, it just takes a little time. I will try to put together a workflow image for you in my next update.
HUGE thanks everyone for the kindness and feedback. I better get back to work now the boss is looking at me.
Some updates soon..... I hope.
So u used the above lowpoly boot then imported into zbrush? Just asking as the boot has a few tris in.
Didn't this cause a problem when sub dividing in zbrush?
@newto3d this is the low poly that was created after the high poly was done just to bake it down to ( I believe ) Most of the time you would use a different base mesh to do your sculpting on.
Got a crit on the boots though, they kind of look like every part of it is rawhide. It would help if you made the lace rings metal, the ankle padding leather and the sole rubbery.
Ref:
Also, maybe try without pantyhose? Right now my eye is drawn more to her crotch area than her face and its making me feel like a perv, lol.
-Woog
@ newto3d: hahaha sorry. That low poly was the "in game" mesh created after the sculpting stage (exactly like disanski said). I modeled the boot in it's different parts eg: Toe and tongue (one piece), Sole, Lace ringlets and studs,etc....
Here is a quick diagram.
I actually did very little sculpting for the boots. I only added scratches and wrinkles. The mesh was mostly quads but the sole had a few tris, which z-brush doesn't mind...... so long as you don't do too much with them.
@ bbob: Thanks man. Yeah The colour on the boots or rather the lack of colour on the boots is only because I have not really started them yet. They are almost literally straight out of the box. When I get back to them they will indeed look more like the standard workman's boot (with a few extras ).
I have looked at her without the pantyhose but her legs are too bright and dominate the scene. I am adding some little rips and ladders and I hope that will help re-enforce the whole pantyhose thing, and even out the whole undies to eye ratio ....... but not too much.
@ Illusive: Not a problem.
@ seth.: Thanks
@ woogity : Big thanks. I have crazyfool's Daily sculpting exercises to thank for breaking my Z-brush fears.
@ crazyfool: Hay, Hay. Speak of the devil . Thanks mr.
Updates coming.
@ EarthQuake: Thanks for the feedback man. Yeah I have to say I agree with you. I was worried about that tat. Rather than get rid of it all together I might try and get it to sit a bit better..... Then when I loose my patience with it I will probably just delete it .
@ Emil Mujanovic: hay hay hay man. Hows it going. I am really glad to see you here. Not seen you round these parts for some time. Hope you are doing well and thanks for the thumbs up .
Pointless update. Tweeked the hair. stockings. Started the boots, and finally got around to cleaning up some of the AO and normal map bakes. Adjusted the leg tattoo. Added some rips to the stockings but would like to add a few bigger ones as soon as I can find the right place for them, and some decent ref.
Still sooo much left to do, I hope to get a decent amount of work done on this over the weekend.
Thanks again everyone see you all soon.
@ g2000: Thanks man . Yeah Tat may have to go or change a fair bit. I don't mind it so much now with the darker stockings and the blood. seems to dull it down just enough. But then agin perhaps it still needs a change.
@ nfrrtycmplx> hehe thanks. Walking more like Stomping
Started splashing some blood around. Still need to add some blood to her skin. Also going to look at shaving some sort of pattern into her short hair. Maybe something like Zebra stripes. hmmmmmmm need to think. I might take a bit of a break from this chick for a while She is taking too freaking long and I am starting to get bored.
@ newto3d: Sorry, I am trying to get that Workflow done for you but I am finding it hard to get some spare time. Basically I work with Z-spheres to figure out the over all proportions and shapes, then quick retopo in Maya. Sculpt away. export to Topogun and build the "proper" low poly unwrap in Roadkill and bake in X Normal. The rest is just Photoshop magic. I will try to do some visuals but it may take a while. I hope that helps.