Greetings guys;
Ok; So this is one project that I've been trying to get started. I usually make a rough sketch which is this one, than I refine it and paint it until it looks legit enough for 3d modeling. At this moment this sketch still have prop errors and few mistakes.
Reason for this thread: It is good to start showing people what I am working on and receive a feed back to tune up my work skills.
Thank you,
With best regards
Nitewalkr
NOTE: I will update this thread as I progress in this practice project.
NOTE2: Please disregard the cape thing as I had no idea what I was makeing <.<.
Replies
Her boobs look very fake (implant style) which is fine if that's what you were going for, but for natural breasts they need to be in more of a teardrop shape and less orange shaped.
Also the color needs to be more blended on her skin, she looks like a shiny plastic as of now.
Finally she is very generic, if you are going to spend a lot of time modeling her find something to make her look more unique, maybe some patterning/a logo on her shirt, just less Laura Croft and more your own.
Don't let all of this discourage you though, it's a good start and since you haven't gotten any replies I wanted to at least post my thoughts
First off, you need to identify your light source (if you want to) to give a clear indication of dynamic light instead of having this washed out, luke-warm feel to it. Really have some fun with it, make up a story. Her environment is just as important as she is in telling us her story. Instead of having a brown gradient, give us a block in of shapes or at least crop the image so there's not so much emptiness haha.
Another thing I noticed is that her pants look inflated; almost as if she's got another pair underneath that's bulking those up. The rest of her is trying to be this skin-tight, adventure ready woman and her pants look like a bounce house meets kingdom hearts. Not trying to be mean, just reduce some of that inflation and you'll be good to go.
This is also a good time to work on your color theory. When doing skin and clothing there are more colors involved than what you see immediately. Most skin is fairly translucent and shows through blues, greens, yellows, and reds in different intensities. Try adding some of those accents in the areas with less light influence just to add some more interest.
Your forms are nice and proportions are good, just be careful not to outline small features in the muscles or in the face. Follow the curvature of the body and remember where your light source is. Gradual transitions and color changes read more clearly than harsh lines at times.
This is a good start and I strongly encourage you to fix and finish it. Cheers.
The face needs work, but there's nothing glaring that I can really point out that would be an obvious fix, but many little things that are a little hard to pinpoint from a front shot. Make sure you're using good reference. Look at it from different angles and compare what is different about your image, then fix it.
I don't know if this was intended, but she looks like Christina Hendricks.
naming all the things that are wrong with your model would take too long.
the best tip i can give you is to get lots of pictures of real people, some very good models made by other 3d artists and maybe even download some of their models if you can find them.
google is your friend.
but since people generally don't like to hear that here are some suggestions:
the legs are way too long, the fingers, too
the hips are too wide
smooth out those abs and don't worry about painting them on at this point
and those breasts are terrible! go get lots of reference (ain't an artists life great?) and make tear shaped breasts instead of these.. these... things.
Even the pros do it. The worst thing you can do as a student or beginner is to think you can already work from your own head. That shit takes a long time to master. I recommend that you do studies of individual body parts and anatomy. Do quick models of heads, hands, feet, eyes, noses, skulls, skeletons, muscle ecorche, etc. Keep repeating, don't just do one and call it a day. Try to do put one hour for study every day. Sure it's boring and you don't get to "do your own thing" but you will gain more from it than you can imagine.
Either finish your model, do your studies, and then revisit it to see how much you have improved. Or just scrap the model, do your studies, and then do a full character afterwards.
The lower legs especially are way to long. the knees should also be less wide.
I think you should make a very simple basemesh first,with correct proportions,then you can start sculpting. IMO that would be easier then trying to fix the sculpt now.
This is the base mesh I worked on for sculpting. Few of you suggested that I should start this project again so I assumed you meant start a project with a different approach.
Female Face Closeup:
Female Base Mesh:
I request you to criticize it so I can have a good idea of what needs to be tweaked before I start sculpting.
Original Post has been updated to a new rough concept sketch.
Thanks guys
Also the topology on the forehead is a little strange, try and make it more clean for when you bring it into zbrush you will find it easier to have a smoother mesh.
Other than those just keep references some images of female figures to get the proportions correct
Oh, thats because I enabled wire on frame. The eyes, shoulder pieces, pants, boots are separate and the body is separate.
This is my work in progress:
So far I've got the pants textured and roughly sculpted the body and shoe. CnC is welcome.
Please ignore the pants straightness, I have yet to sculpt the folds out. =\
I ran in to a bit of an issue here. Since I couldn't find the shirt texture I had to make both the pants and the shirt texture. Now for the shirt was suppose to be black with grungy texture which were implemented as sound (There is a logo as well but I'll save it for later).
Anyways, after I applied the texture in zbrush, it almost looks like a furry shirt. Does it look the same to you guys? :poly122:
Now I am going to start working on low poly for it before making the skeletal rigging structure.
CNC is appreciated.
EDITED: I had to make a quick fix because her face looked long.
The proportions are good (realistic) but hips could be abit narrower. Good luck
I've fixed a some of the proportions and shape, and it's a bit closer to your concept. You still need to work on your anatomy, it looks like you've been using some reference but you've exaggerated it. It should be more subtle. Also the jaw looks a bit "manly" (there's better word to describe it but I forgot).
There's a lot to say about it but only in regards to anatomy, but the one thing that really sticks out to me is her hips so you should really fix that. I hope this won't discourage you or anything, but keep at it!!
Unfortunately I cant make her as slim as the one in your picture, but I averaged her according to the prop suggested by you, and some reference pictures. Since the shoulder muscle leading to the neck comes from the back of the shoulders they are hidden under the hair, but they are there. Are you suggesting that I should make her neck even longer?
CNC required still.
Thanks guys.
I'd really appreciate if I get some crits.
Thanks.
Her pose from side view is especially awkward. It's like she's in the middle of sitting down or something. Straighten out the legs and move her feet so she looks relaxed and balanced.
Her face/head needs the most work. I assume you intended for her to be attractive and semi-realistic, right? There isn't a whole lot to say other than to get more references and follow them more closely. Superimpose a photo of a woman's face onto your screenshot to see where you're going wrong.