So I've decided to try modeling something crazy! I found this concept on deviantart a few years ago and thought it would be challenging and fun to model.
(concept by rogner5th)
This is gonna be my first realistic model. I'm really gonna work on the anatomy and the clothing folds. I want this to be amazing! I have about 60% of the base model finished, just have to do the hands and feet and work on the legs and arms a little more.
I'm trying to figure out the best way to do this still... I have the legs separated from the body and I'm thinking I'll work on the torso in zbrush as it is then once I'm done sculpting I'll duplicate it and work on clothing. Then I won't put everything together til the end. I think that makes the most sense, otherwise I think it would be crazy to put everything together now and try to sculpt it... the torsos would be at an angle and stuff. If anyone has any suggestions that would be appreciated
Replies
Looks good.
If you are planning to sculpt the details out, than you have a lot of resolution in the besh, on the nose and the chest.
Also remember, the flow of the geometry is crucial for your mesh and the more cleaner the flow is in the early stage, the less struggle it will be later on when detailing the mesh.
http://www.polycount.com/forum/showthread.php?t=80005&highlight=geometry+flow+face
This might help you out. Also do subdivide preview by hitting number 3 to see if there arent any seems or unusual bumps. I hope this helps. As for the arm geometry, try to keep the straight flow but proportionate. Helps if you are extending it further to make or attach a hand.
Nice start.
EDIT: Also, you dont need to make the geometry for the breast, you can just sculpt it out. Its completely up to you tho, you can either have it and tweek it, or you can sculpt it out.
Nightwalkr: Thanks for the advice! I've been using the smooth mesh preview to see how it looks, and it's lookin good. Also, I was following a tutorial when I did the torso, that's why there's all the geo in the breast. I thought it would help when I got to zbrush. I guess I could've done it the other way too, but since I'm concentrating on anatomy I thought this way would be better.
Oh, I should also say before I go any further that this isn't necessarily going to be a "game" model, if anyone is thinking that. I won't be animating this. So I'm not really worried about poly counts.
Sorry I was at work before so I couldnt really zoom in and take a look at the nose and the arms.
You are doing awesome so far. =]
My apologies again, but if you wish to read what I suggested there you are going to have to zoom in.
Will wait for the update.
And I've brought it into zbrush and pretty much finished the face and almost finished the neck.
Other than that it's pretty good!
Here's a quick paintover with some anatomy suggestions. I'm not sure if you want to follow the concept 100%.
I shortened and thinned the neck, made the chin sharper and the cheeks rounder. I made the eyes and nose bigger and lower. I made the lips lower, wider and a little flatter.
In the concept, the girls are a bit thinner and less hourglass shaped. The collar bones are flatter. The traps are more prominent and the arms are less bulky.
It's sort of like this in the concept, but I think that the arms that you have are too long, with the elbow too high up. Also, the arms are very thick around the elbow area.
I hope that my pointers were helpful.
@Fingus Good reference. Where is that from?
this kills me!
I found it at http://boobsdontworkthatway.tumblr.com/ but the artist who did it is Ovens, who does this comic http://thechipperwhale.com/
She loves to draw the voluptous ladies.
Think of it this way. When you fully extend your arm, it should cover the crotch.
Lookin good! I'd much like to see this one finished.
Anyway, I think the next thing I'm gonna do is finish up the pose, then hair and texture!
I just realized I somehow forgot to put the belt on the right twin... haha, well it'll be on the next update fo sho.