Hey guys,
Today I started working on a new character. I will try to do the female monk from diablo 3. For those who might not have seen the concept art, here it is.
I started blocking the main part of the character.
Comments and critics are more then welcome
I'll try to update as often as I can, But since i'm working full time I will most likely not work as fast as I would like.
Replies
I would say there is a few things causing it but they all have to do with the eyes. Her eye cavities are pretty shallow which is often a common trait among asians. One of the contributing factors to that is asians often have very little fat on the eyelids, its almost just skin so it tends to lean towards a flatter look.
As comparison:
Commonly western faces have a bit more fat above the eye that adds more curvature as well as the bone of the eyebrow is often a bit more pronounced on non asians.
The second thing is the actual curvature of the eye. The gradual curve you have on the upper eye adds to it being kind of asiany. Heres a quick paintover just to kind of explain. Best thing would be to just find an eye you like and match it though of course
(exaggerated slightly for comparison)
A few other notes in terms of matching it to the concept. She seems to have a some what long/slender face and a more narrow nose so those all may be things you want to consider as well.
hope that helps a bit!
quick edit:
The overall shape of the eye you have right now can definitely work as it does seem the concept has more narrow eyes but I would supplement it with building up the shape above the eye more like the image below
For the face I agree mine doesn't really match the one from the concept. Maybe I should stick to it but I was trying to give it a much softer, a little bit more feminine look since I find the face on the concept a little hard. ( but that's all personal preference I think).
I was a bit inspired by Agyness deyn when I started the face
I work on the eyes, hope I made them better, I'm not very sure about the face so far, I feel like there is something wrong...
also those ears need some work but im not sure if your still working on those or not
keep up the good work!
just look at the references you have and you should be able to work it out!
Going to work on it some more tomorow
http://oi39.tinypic.com/2r2ygiw.jpg
Subscribed because im keen to see how this ends up
Good luck
Still not really sure what to do about the weird thing around the waist (last one that is not detailed at all on the waist area..).
any comment/critics?
I think there is still something a bit weird about her head shape, definitly going to check out soon.
I know you haven't modeled in some of the straps but even based on what's there you've lost a lot of definition in the silhouette.
You're very timid with the shapes in your characters and I think it's holding your work back a lot. Just get in there and be bold, really push shapes out.
Thanks a lot Dii, that was a very nice critics. Sometimes we are working on something for so long that we miss to see some very important aspect such as the silhouette. I pushed it farther a bit, I think its a great improvement. (sorry again for the crappy english)
What I mean is, I can see you have an understanding of the proportions, placement, volume of the mouth,nose, and eye but everything in between doesn't connect. The shapes and plane changes of the face is primarily due to the skull and we don't get that in your head model, everything is smoothed over.
Just nail those spots in between and the face will look more together.
sorry for the delay Spiderdude.
I agree with you, definitly the face still need some work, I was just going over the armor to finally come back to the face a little bit later.
Its really hard for me to understand quite clearly what you mean by the element of the face are not connecting? I guess its a lack of anatomy-muscle-bone (im sorry again, I speak french so sometime it's harder for me to understand as clearly as english native). So pretty much I think you meant that the face is pretty smoothed out and you cannot feel the muscle-bones under the skin, so I need to add more definition, more volume so it will work better. Got it right?
Going to check it out with my friend who is a concept artist, usually its helps me a lot too.
Here I'm posting some update, you can't see a lot of the new stuff but basically i did the straps around the arms, proportions changes, pants, boots...
I'm trying to determinate what would be the best topology for the front part too, to be sure its going to move smoothly once rigged, any suggestions?
There is something wrong with those eyes... right?
.
IM pretty scared there will be a lot of interpeneration everywhere if I do it that way.
Somebody can help?
I finish the High resolution sculpt few days ago (decided to leave it like that, might now follow exactly the first concept art but let's call that creative interpretation )
Here's some image.
I started working on the low resolution too, did my first pass on the occlusion and normal map baking, still have a lot of stuff to fix but here some preview
I'm sorry for the lack of update I was out of town for the weekend and giving a break to my poor hand that is still pretty upset about all that work recently..
As few of you guys talked about the neck i did shorten it a bit, I do think it looks better now.
I started the texture this morning, still there is a lot of part still in color blocking-occlusion only, but here's a little preview for you.
Critics and comment very appreciated!!
Keep crankin' on that texture, its really what'll make this piece.
It sure will be finish before diablo III released
I will check out the hand tomorow, you guys think there are not long enough or like proportionally too small? Going to fix it tomorow.
Anyway here is the preview.
Still looking for texture feedback and more details about the hand size
In terms of the texture, I think you should define the metal more and make it pop. Right now everything seems to be catching light the same. Her pauldrons should be reacting much more dramatically to the light.
Regarding the hands, I have to chime in with Artstream above. Have a look at the concept. That character has some dude-sized, powerful hands! The arms themselves are bigger as well, which kinda adds to that feeling, I suppose.
i also dont see any eyebrows. are they just hidden by her hair? this character really looks like your profile pic too...if nobody noticed. great refrence! lol
funny that you point out the ressemblance with my profile pict, not something i wished tho. Its me on the picture (yup, find the ''hey man real funny'') and somebody showed me that concept because of the hair ressemblance fews months ago. Im too fixing the hands at the moment.
What do you guys think?
Render from Marmoset (Yes there is paintover for the hair, for some reason I cannot make the alpha work right for the hair, had those huge gray outline around the planes )
Oh and map preview
Other than those small things (and they are smaller than they sound) I am really digging this character. I think you did and awesome job. I am really looking forward to you next piece. Great work.
It just needs better material definition. One thing you might find usefully (especially for metal) is unifying your values on the gloss map, so rather than using a wide array of values like you have- limit it to three base values- one for skin, another for fabric, and a third one for metal. You`ll most likely need to tweak and adjust things, but I find having too much information in the gloss map (especially painted shading and light info) tends to flatten out the end result.
Also- the fingers are really distracting. It looks like a smoothing algorithm gone awry
Good work man!