Hi all,
This is a character i've been working on in my lunch breaks for a while now and I'd love some feedback. Scarlett is a character of my own design, but inspired by the many famous women out there with big guns, spunky attitiude and a healthy disregard for explosives.
Scarlett is a game res model though I admit I could have been more efficient with UV layouts and polys ... but what the hell..shes worth it!? This is all about the fun and the learning.
Scarlett has seperate textures for the skin, clothing, hair and RPG each with a normal map, Spec and Gloss. With the exception of the Zbrush and Vray images
everything else below has been grabed using the Xoliulshader2 and the grabViewport2.
A Big thanks to xoliul and his team for one hell of a viewport shader!
Scarlett was modelled in Max, Tarted up in Zbrush, textured in Photoshop and rendered using the Xoulishader2, again in 3dsMax 2012. She is also rigged for animation, even with bones for the skirt, and the facial expressions are morph targets.
I'd love some feedback.
Thanks
Replies
The only gripe I have is the skin color. Her face looks really pale compared to her body. In general, a good target area to go to is body being 25% darker then the face or face being 25% lighter then the body at most levels. In some areas, your levels have as high as a 50-60%. If you have time, I would suggest correct that a little so that the it's less daunting to look at, or add grime and dirt to her face to break up the paleness, while still keeping the same diffuse.
Please note it movement, this issue would be barely noticeable, but in beauty shots, people are going to notice it more.
I would like to see your Specular Map if possible. There is something weird going on in the tongue area, she looks like a healthy girl, but on my screen, her tongue looks tinted in yellow. Healthy people have pale pink/vein blue color combo for under their tongue, yellow usually indicates smoking (then again, she is next to explosive from the look of it).
Other then that, very nice. If you plan on tweaking her later on here and there, may I suggest Tank-Girl as inspiration? Also, her color scheme reminds me alot of Sucker Punch, so she could very easily fit in.
Wow.
Also specular on the bra - it kind of reads as cloth but you can add if you have not or just turn up the cloth pattern there so it breaks up the smooth specular on it.
Everything else is just perfect Amazing work.
Nitpicking, the skin is looking strange, as pointed out earlier by Ace-Angel. Also I'm not a fan of the strong white/black noise on the heads of the rockets. Not only is it distracting, the painted eyes and mouth are completely lost.
* The white-black striping on the rocket-tips is really high-contrast, a little loud imo. I'd try toning down the whites a bit. Either that or try making the striping itself bigger (3-4x), that way it'd still be bold but less "moire-y". Bright metal on the grip of the launcher itself also pretty darn bright.
* Slight line underneath her (excellently realized) mohawk, I can tell that's supposed to be scalp showing as the hair pulls up, but it reads a bit strange.
* Agree with some that the bra seems a bit out of place, maybe it's the material/fabric.
* Considered some kind of AO to better meld clothing on her body? Looks very clean/self-illuminant.
* I'd also try removing the fresnel rim and the darker tones of the diffuse on her tongue, and instead make sure there's sharp, hard wet hilights on it.
bonus points!
would love to see pics of the rig, including joints! (hey, the modlers want wires and texture sheets!:poly142:)
love the hair, not something you see everyday on a character!:poly136::thumbup:
Love the character, she has so much.... character.
First thing that stood out to me was how detached the head and body felt though. Even though both look awesome I just feel that either the skin of the head is to light or the body has to much tan. It might be exaggerated by the black leather "jacket" she's wearing. But I feel like having either the head more or the body less tanned would have pulled the two together a bit more.
And I think the stripe pattern on the RPG could do with a bit less contrast and maybe a slightly bigger scale, personally I think it's a bit busy right now.
Anyway, awesome work!
edit; what i feel you could improve shadingwise, is spend some time tweaking the values of things like fresnel and specular differ more between clothes and skin. The skin looks a bit plasticy, and the clothes look similar-ish. Also, echoing what somebody said about getting some more AO or shadows to ground the clothes on the character.
Great piece, would be great to see you continue with this!
How are you handling the spec map for her skin? I look at it, and it's excellent, but something reads off to me. And I think it might be a lack of subtle color changing (or possibly color) for the spec map. Thoughts?
General feelings are the Skin needs colour work and the face is to bright in comparison to the body.
Ace Angel - To create the frills I created a displacement/height map in Photoshop, something that I thought would look right, then applied that to a plane in Zbrush as a starting point. Baked that in and worked into the sculpt. The dirt and grime is a good idea, but I'll get the skin right first and then add the dirt. I'll post the spec map below.
achillesian . Erm thanks? Fair point about the bra colours though. I'll perk them up a bit.
Lroy - Painted Base colour layer, add red, yellows and a little blue in relevant areas. Use splatter brush with dodge and burn at 5% to give the mottled colouration. Detail imported from Zbrush using Displacement map taken from a medium SubD Level to just pick up the surface detail. Shadows painted from warmer hues. Thats the short version
disanski - I'll try and breakup the specular further, it does look very smooth I agree.
Spacey - it is a strong design and its also hiding the other surface details, but i like the in your face design too much I could never bring myself to reduce it. Good point though.
Bloodmoon - I have an animator here whos interested in giving it a go.. so fingers crossed
thatanimator - as requested . see below Its a very basic Biped with added bones for control over other bits and pieces. Hope this is of interest.
Meintevds - we just dont eat.
Xoluil - I'll be playing with the skin next week, so you'll be hearing from me I'm sure and thank you ... you make this stuff look easy with that shader
Slipstream - The spec is black and white at the moment, but I'll look into adding specular colour to warm those plastic looking highlights.
Jungsik - I might just print this off and send you a copy
Thanks to everyone for their comments. I'll take a few days off and then work on the above suggestions.
I'm just rehashing here but great job getting some real expression in the face. You really feel for the character as soon as you look at her, you've really pulled it off.
awesome thanks!
again, sweet that you took this character all the way to properly rigging her and stuff! 8)
individually, each part is really well done, but it doesn't gel as a whole, because:
the clothing materials look hyper realistic
the skin looks somewhere between realistic and painerly
the mouth/eyes/tongue(particularly) look very hand painted and too bright/contrasted compared to the rest of the skin
overall it just feels fairly disjointed because of the clear difference in the style of materials.