Hey LRoy, nice start mate. I would probably make the head a little smaller as at the current scale it seems as though she rest of the body looks too short. I would have a look at her fingers too as right now her thumb looks a little short but from that shot I cant tell whether its due to the angle between the thumb and the index finger.
Head looks about the right scale to me - the concept character isn't very tall. Her arms might be a smidgen short, though it might be the camera skewing things slightly. It's hard to tell with all of the accessories and clothing, but her knees might be placed too high too.
Minor stuff, you've otherwise got the beginnings of a pretty damn solid recreation of the concept.
The cloth material is feeling a bit thick imo. I think it's be cause of the lack of small/tighter folds and wrinkles near stitching seams. The area around the knees and base of the shirt are looking good, it's just the other areas that need some love
Looking stellar so far, only critiques I can see are that the knee belts need to be more loose and tied together by some strap, hard to tell from the concept. Also the zipper on her skirt looks to be coming undone in the concept.
Found a few differing versions of the concept. The strap didn't really make too much sense to me so I opted to leave it out.
Got the lowpoly to 8k so far, still need to figure out the best way to do the fur. Was thinking of going crazy with fur cards unless someone has a better suggestion?
Found a few differing versions of the concept. The strap didn't really make too much sense to me so I opted to leave it out.
Got the lowpoly to 8k so far, still need to figure out the best way to do the fur. Was thinking of going crazy with fur cards unless someone has a better suggestion?
No, that will most likely get too expensive and hard to control when skinning. You should try a similar method to how papagersi made his knight character's hair, paint it in/use photos or whatever. Another method would be to create some digital 3d fur and then bake that in and see how it turns out.
Looks cool btw. But you should reshape those cloth folds more with deeper and more overlapping ones like in the concept. You've pretty much nailed the face imo but can we see some more close-ups please?
Keep it up. Make sure you step it up a level with the textures this time!
thanks guys. I agree with the head size. Didn't realize how small it was in the concept. Leg straps are a bit off also. Gonna try and fix them up and get her posed. Here's a closer shot.
Whoa, you really nailed the materials!! I love the leather especially. I think the eyeshadow might be a little excessive, like maybe don't have it go all the way up to her eyebrows like that. Will be awesome to see her posed :]
Awesome Lroy! Agree, the fur looks great... cloned alpha mapped geo shells progressively larger and shifted a little? Would love to see a turnaround animation of it. Really like the face as well, nice work man. Agree the knee straps looks weird, but it sounds like you're on it already.
you do know you're going to have to make a tutorial on your fur process right? :P We're all wondering how you pulled it off. It's Gotta be my favorite part.
Wow, you've pretty much nailed the concept. You could add more small wrinkles to her shirt/corsette/whatever and I think the belt is too thick and undefined. The folds on the jacket and pants need to be more defined and realistic, you can check some reference images for those. You've already got a pretty good model already though so do the changes if you feel that you want to rework some areas, otherwise just keep this in mind for your next project.
Great stuff, now pose her the same way as in the concept!
You might want to move the straps around her knees down so they sit well below the knee cap. They look about the same height as the concept but she wouldn't be able to bend her knees, not to mention the stretching would look awful when rigged. Unless I'm reading the legs wrong and the knee is in fact above the strap..
^^I mentioned this after you posted in waywo a few weeks back but I guess you didn't see it. In the concept the straps are a little loose and would more than likely stay aligned with her shins when bending her knee's (notice they aren't causing the pants to crease at all). Where's as you've kinda got them shrink-wrapped to her legs. They look good and will be easier to retop, but they just don't make any sense.
You're not getting away that easily Lroy :P Anychance of a fur workflow explanation anytime soon? Thanks bro
Haha... fur is like a magic trick. Don't ask the magician the secret, he wont tell you. Just sit back and feel amazed by the show. Or try reverse engineering :P
Me too... but let's be fair, the guy problably studied and struggled a lot to find an amazing way to make fur. He has no obliggation to share, if he didn't want. It's the kind of thing a studio would pay well to have.
It's like his secret weapon. It belongs to him, and it's up to him decide if he shares or not.
Haha whoa guys I don't work that fast you gotta give me some time. Trying to work on all the great crit mentioned so far and get her posed. Once I have the final shots ready I'll post up a howto for the fur. It's not exactly game friendly as it eats up fps like nobodies business so maybe someone else can make it more efficient.
It's essentially a bunch of shells with tapering transparency. The pics so far are screengrabs from maya with this shader http://blog.leocov.com/
Hopefully I can get everything posted either today or tomorrow. Sorry for the wait.
Posed. There are still a lot of things I'd like to work on, but I think it's best I call it done and move on to another project. Learned a lot so hopefully the next one will be that much better.
Gonna put together some shots to show how I did the fur. just some pics of the alpha and how the shells are set up. It's very similar to the method shown on the polycount wiki. Big thanks to JacqueChoi for helping me out with it. As well as all you other awesome polycounters giving me feedback along the way. Really appreciate it.
Replies
Good start man, proportions are good and the block in looks great. I'll be watching this one for sure!
Started blocking out jacket, having tough time getting that poofy look. Any crits welcome.
Good luck mate.
Minor stuff, you've otherwise got the beginnings of a pretty damn solid recreation of the concept.
The cloth material is feeling a bit thick imo. I think it's be cause of the lack of small/tighter folds and wrinkles near stitching seams. The area around the knees and base of the shirt are looking good, it's just the other areas that need some love
Great work, MORE!!!
Got the lowpoly to 8k so far, still need to figure out the best way to do the fur. Was thinking of going crazy with fur cards unless someone has a better suggestion?
No, that will most likely get too expensive and hard to control when skinning. You should try a similar method to how papagersi made his knight character's hair, paint it in/use photos or whatever. Another method would be to create some digital 3d fur and then bake that in and see how it turns out.
Looks cool btw. But you should reshape those cloth folds more with deeper and more overlapping ones like in the concept. You've pretty much nailed the face imo but can we see some more close-ups please?
Keep it up. Make sure you step it up a level with the textures this time!
I think she's coming along really nicely. You may want to scale down the head just a touch if you want to keep the proportions from the concept.
Awesome concept. I'd say you've just about nailed it.
I want to play a game with her in it.
keep on rockin it
since youre on the hair now id pull down the bangs a little and darken her brows a touch i think
you really captured the concept...
you do know you're going to have to make a tutorial on your fur process right? :P We're all wondering how you pulled it off. It's Gotta be my favorite part.
^_^
SEE!!!! Fur looks awesome!!!!
other than that the model looks awesome.
Would love to see breakdown shots
Great stuff, now pose her the same way as in the concept!
You might want to move the straps around her knees down so they sit well below the knee cap. They look about the same height as the concept but she wouldn't be able to bend her knees, not to mention the stretching would look awful when rigged. Unless I'm reading the legs wrong and the knee is in fact above the strap..
Alos, spill it on the fur already man!
Haha... fur is like a magic trick. Don't ask the magician the secret, he wont tell you. Just sit back and feel amazed by the show. Or try reverse engineering :P
It's like his secret weapon. It belongs to him, and it's up to him decide if he shares or not.
It's essentially a bunch of shells with tapering transparency. The pics so far are screengrabs from maya with this shader http://blog.leocov.com/
Hopefully I can get everything posted either today or tomorrow. Sorry for the wait.
Gonna put together some shots to show how I did the fur. just some pics of the alpha and how the shells are set up. It's very similar to the method shown on the polycount wiki. Big thanks to JacqueChoi for helping me out with it. As well as all you other awesome polycounters giving me feedback along the way. Really appreciate it.