Final images!!!
don't worry guys, there's a write-up to go with these and the final weeks of the course, but i'm a little swamped right now and all i have is notes... in the middle of moving house, baby due this week, new job... so much going on!
so i'm really sorry the writeup isn't ready just yet, but i'll post it when i have a little more time.
in the meantime though, please allow me to thank again:
Jon Troy "Hazardous" NickelJonah "Mr. Skullface" GilbertChris "Funky Bunnies" WhitakerYekaterina "Katia" Bourykina
All of these guys have been so supportive and helpful throughout the course, they're amazing guys and they're a real tribute to the studios they work/have worked for.
to
Pior Oberson for moral support, and for his fantastic statuette which i used for reference when building my base mesh.
and to Laurens "Xoliul" Corijn for his fantastic shader. i hope he gets his website hosting issues sorted soon!
I've learned so much throughout this course it's unreal. it's honestly been a major turning point in my life and i hope i continue to grow and evolve as an artist. i'm looking forward to making you guys proud to have worked with me!
Hey everyone!
I originally decided not to make a work in progress thread... and keep a diary throughout. I was hoping to post it all at the end of the course in one big go, but Ive just read through week one and realised how huge this is!
So now Im going to keep a diary, and post once per week. And once a week only. Ill simply update the diary each week so everyone can follow my progress. Please dont be offended or upset that Im not reading the thread so much or that you think Im ignoring feedback. Thats really not the case! Im just trying to keep my feedback circle small, and try to make sure I follow the course more than I follow the thread.
While I welcome all criticism and certainly value the feedback of the community. I felt that in this instance it might actually detract from the usefulness of the course if I pay more attention to the forum than the course itself. Especially when it comes to presenting the work in a way that is useful for people when they come to read it and try to learn from it.
Its important that I give a word to the younger members (and their parents). There will be nudity following. Ive tried to keep it as tasteful as possible, but try to bear in mind that a lot that goes into making a human figure must come from studying anatomy... and I feel its important to cite all of the resources I use in this process. Thanks!
So without further adieu, here it is!
Useful links and credits
Before i get into the meat of this thing, i'd like to post any useful links, along with credits where they're due.
Useful links:
Hazardous' course thread - MikuFunky Bunnies course thread - DizzyKatia's course thread - Lady MechanikaSkullface's course thread - Zero suit Samus
Briggs course thread
!PLEASE READ WEEK 2 FOR INSTRUCTIONS REGARDING THESE FILES!Regular proportions ztoolRegular proportions .objHeroic proportions ztoolHeroic proportions .obj
Credits:
Pior Oberson for the topology manequin he's produced. while i don't own one, the photo's on his site have proved invaluable in the creation of my base mesh.
Pre-Course Preparation
The group has been talking together on Skype for a while now, about three weeks or so. And right at the beginning, Hazardous provided us with a course overview document. This overview outlined the direction the course would take, expectations, and how the course would be broken up.
Week one would be focused on choosing our girl, and gathering reference of them. There was no style restriction... we could choose realistic, comic, anime, statuesque, whatever we liked! And knowing that there were no restrictions presented me with my first problem: the freedom of choice.
I know myself... I know I can be indecisive sometimes. Its a habit I need to get out of. But I also know I have a tendency to aim far higher than I can actually accomplish. Hazardous told me theres a skill in understanding your limits and working to better them at the right pace. What I took from that, was that I should pick something that challenges me a little, but still has elements within my comfort zone.
So with that in mind Ive spent these last couple of weeks (before the course starts) choosing women I liked the look of, thought were interesting, and gathering many images of them. I made mood boards and concept bibles of each, I also researched their statistics... height, weight, chest and hip measurements etc. Tried to find one that would stand out to me as something I would enjoy, and would be interesting... and also something that would provide me with that little bit of a challenge.
- My first choice was Diane Kruger, who played Helen of Troy. I gathered many images and actually really liked the idea of making Helen of Troy, but after discussion with the group we figured it would end up as more of a cloth study than of the girl herself. And so I decided not to use her.
- My second choice was Machiko Noguchi, a character from the Alien vs. Predator franchise, namely the books and comic book series. A human female (Japanese descent) who wears the armour and weaponry of a predator, hunting aliens etc. Seemed right up my alley! The only problem was lack of reference, the comic books are old and poorly drawn, the novels have detailed descriptions but ultimately thats down to the readers interpretation, and all of the artwork youll find on Google is fan art.
- My third choice was Scarlett Johansson, as the Black Widow from Iron man, and the upcoming Avengers flick. There was no lack of reference for her both in and out of costume, shes certainly a beautiful woman, and her outfit is figure hugging, so it would be a good choice if I wanted to do something realistic and womanly.
- My fourth choice was Rogue from the X-Men. No I dont mean the films! Again there is a lot of reference, but it was quite challenging picking out the genuine marvel work from the fan art in some cases. There are also some fantastic figurines and statues of her which really catch the eye. This would be a great choice if I wanted to push the boundaries of form... marvel heroines are certainly known for their sexiness, while having stylised anatomy.
Week 1
Week one started with a bang. We all got together on Google+ (something I was sceptical about... Im not a social networking fan) but actually it has some AMAZING features. Screen sharing is just mindblowingly fantastic even if its in its infancy and lacks some features. Id strongly recommend it to anyone considering a collaborative project.
This week consists of choosing our girl, collecting reference, and... Drawing. Emphasis here on drawing. Im not a fan at all; I think I suck at drawing which makes me not want to draw which has led to it being a self fulfilled prophecy! I dont practice because I think I suck and because I dont practice I DO suck! But thats okay! This isnt a drawing master class and truth be told I totally understand the reasoning behind the drawing part of this exercise.
When top artists tell you to try drawing your subject before you model them its to help you become more intimate with the subject, to see it from more angles than you may already have and more importantly it actually helps you to find out things you might have missed at a cursory glance. There are quite a few things I picked up drawing Rogue that I would have missed if I didnt do it. The relationship between the shoulders and hips, the elongation of the torso... these are things you can make a guess at by looking at pictures, but when you start to draw the character you quickly understand how theyre exaggerated, and how easy it would be to go too far and make it all wrong!
Its at this point Im going to introduce you guys to a couple of things. I dont really have a massive concept bible. Instead I focused on a single fantastic reference. This would be my primary sheet, the one I use when all else fails.
Once I had put together the bible reference I started out on secondary reference. This would be fan art or other secondary sources that I thought were good reflections of the character. In some cases this even included real peoples faces, hips, chests etc. All things I felt would be good to use in building the model, things that screamed sexy, or things that really spoke to the character of rogue... the mischievous southern belle, cursed to love from a distance, that fierce and eternal tease. And finally it included any and all of the sketches and drawings I did, yes Im aware theyre horrible! But its spurred me into wanting to do more drawing which is a good thing.
Ive decided to upload the secondary bible in a .psd file, I think its important that you guys see how I built up the sketches (and help me do it better). I started by doing a block out stage, where I focused on main body shapes... the hips, ribcage etc.
The Sketching!
An important note here is that I actually did my orthos first... and thats a mistake! Theres a lot missing from the orthos. They lack character, and in a lot of places they seem to lack all of the things I learned from doing all of the other sketches. They also werent as good! After sketching as much as I did for the rest of the sheet Id gotten into a much better flow, and by comparison the orthos were just bad! But thats part of the point of this course, to learn and do better next time. Heres how I went about the sketches
- Start out by gathering reference, scatter it across your drawing space, or put it to the top or one of the sides. But most importantly make sure its always visible!
- Block out your character, my blockout is in red. You can see I focused on basic shapes. A cylinder for limbs, very blocky shapes for the ribs and hips, and the head is made with a circle plus a blocky piece for the jaw.
- Use guidelines with your blockout... try to keep those sexy curves in there, let your blockouts follow those curves!
- Sketch over your blockouts... it doesnt have to follow the blockout 100% in fact if it does youre probably doing it wrong... remember that there are organs and muscles present that arent there in the blockout, the skin goes around those!
- Analyse your sketches guys! This is super important. As much as its good to get external feedback, make sure youre learning from your own work! By analysing, you can tell yourself okay, this part is important to get right... and it will help other people spot things you might have missed.
Heres the higher resolution .PSD file, for those who want it.
http://crazyferretstudios.com/public/haz_course/rogue_refsheet_2.psdThe Analysis
Analysis is important here. I wasnt just looking at women (although thats important); I was finding the differences between real women and marvel comics women...
- Real women tend to be around 6.5 - 7 heads tall.
- Marvel women tend to be around 8 heads tall.
- Real women have shorter waists than marvel women which make them appear a little broader.
- Marvel women have elongated waists, which makes them appear slimmer... they arent ACTUALLY slimmer; they just appear that way due to the elongation.
- Real women have soft features, soft jaw lines, delicate shoulders, and some bubbling at the waist/hip area.
- Marvel women have harder features, almost masculine jaw lines, broader faces, square shoulders, and curvier waist/hip transitions.
Its also important to note certain anatomical things... most of you probably know them, but for those who dont, here are some of the things I picked out.
When a leg bends, the hip doesnt... bear this in mind when rigging especially. It also creates a subtle seam on the body, which is an inch or two below the natural seam from the iliac crest and the crotch.
- When the leg bends, the arse cheek follows (see right hand sketch/analysis).
- There are living people with almost super hero proportions... find them and use it to your advantage!
- Breasts hang... even the small ones have gravity against them. This leads to a sometimes subtle natural seam beneath them. Pay attention to it as if you get it wrong it will make the girl look masculine!
- Breasts themselves add another curve to the body, they are ROUND, if you want to study the shape of a breast and dont have a girlfriend, or your parents think youre looking at rude images... try filling a balloon with water and hanging it against something to see how it hangs.
- Arses come in all shapes and sizes, sure my character has a heart shaped arse, but yours might not. Pay attention to what makes your characters arse special! Some women can be identified by their arse alone... its as important as the hands or the face!
- Remember, skin is like Clingfilm... it might occasionally form a natural concave, but more often than not it will simply stretch over a hole or gap. This is especially evident at the abdomen.
Replies
Now, the course at this point takes a wider scope... weeks 2, 3, and 4 are actually joined at the hip. They focus on making a base mesh, blocking out, and sculpting.
I built a base mesh during week 1, while sketching. I wanted to stay a little ahead of the curve if possible, and I LOVE sculpting. So getting into that part of it as early as possible was a must for me.
Anyway! Rambling aside this is how I went about building my base mesh.
The Head
I wanted to keep it quads where possible. This is a good rule to follow when youre looking at sculpting, too many triangles and even too many poles (vertices which share more than four faces) can give you an inconsistent smoothing result which is obviously not a good thing. That said, my mesh has a couple of poles here and there, and two triangles... well, two in prominent locations anyway.
I had originally intended the head of the mesh to be as plain as possible... pretty much a subdivided cube attached to a neck. But then I also wanted to practice my topology, so ended up making a head with edge loops and such. No truly defined features where possible, but still decent topology. So when making the head I focused hard on clearly defining these loops:
Hopefully if youre looking to build a base mesh and you keep these things in mind, youll have a finished product that will hold up well in sculpting, and will serve as a half decent guide at the same time. Remember that a lot of these loops are placed according to muscle structure, so when you come to sculpting youll find less resistance along those lines, and more resistance along lines which arent supported anatomically.
The Body
Here is where things can be quite interesting. I decided to keep a largely even polygon distribution so as to make sculpting easier, but at the same time try to include loops around areas which would have naturally high definition.
As you can see, I put some effort into keeping as even a distribution as possible, whilst trying to define some key areas.
The Zbrush
And the final stage was to create suitable polygroups in Zbrush.
The polygroups include everything I could see becoming a problem area, or an area in need of focus, such as fingers. The mesh also includes an inner mouth (excluding teeth, tongue and gums) which is its own polygroup.
The Freebees!
Please feel free to download any of the following base meshes:
Regular proportions ztool
Regular proportions .obj
Heroic proportions ztool
Heroic proportions .obj
!IMPORTANT NOTE!
Both of the .obj files are exported from zbrush and require you to import them into your program of choice as a single mesh, failure to do this will result in a lot of separate objects!
Also, if you do decide to use these basemeshes, please give credit where it's due. thanks!
Will likely update this post later in the week as more work is done!
Week 2 continued
I spent a few hours last night sculpting, but I got very tired. I think I eventually went to bed at around 4:30am. I was having such a blast on Google hangout with the other guys that I just wanted to stay and make cool art, but ultimately I felt Id devolved into a raving lunatic spouting nonsense about tooth lasers and Irishmen.
So today I did a little more sculpting, and now Ive come to the analysis step. While I did lay out a lot of core muscle groups for the entire mesh, I focused mainly on the upper and lower body poly groups. This means I can focus on getting it completely right and then move onto another part. It means you can break down your workload too... if you sculpt out the entire body, and then analyse it, theres a lot to go through and that can be really daunting! So break it down into manageable chunks.
Torso analysis
This step is very similar to how I analysed my sketches. I took a bunch of screenshots from different angles in zbrush, mainly rotating around the y axis. I then sketched some block shapes over the top for the ribcage and hips, along with s-curves and such; almost as if Id just started doing a whole bunch of sketches instead. And again, when i'd done that, i sketched over the top, and wrote notes about the changes i needed to make, or things i thought were good.
While I did this, I kept flicking back to my reference images, along with a multitude of other naked chicks in various poses and angles. Doing this helped me identify some core problems with where Id gone so far. It also revealed Id done some things right too.
- The arse is looking pretty much how I want it to. There are a couple of nitpicks I could make but for now Im happy with the overall shape.
- Ive nailed the hip to shoulder ratio. Theyre the right distance apart, they match each other. And actually the waist is roughly where it needs to be too. But there are some tweaks needed!
- I need to look at the rib to hip transition in some of the side views, at the moment its coming off as very harsh, theres a lack of subtlety there thats making her look anorexic!
- I also need to consider slimming down the ribcage a little, bringing the back of her ribcage forward would help make her look more feminine. Yes shes a marvel hero and has super strength, but a big ribcage leads to mannish proportions.
- The abdomen looks a little strange from the side; it should be more of a flat incline rather than a curve, and then a very subtle outward push just below the belly button.
- The breasts look good from some angles but not from others. Theres a sense of weightlessness to them which I need to fix. Theyre pretty big, and need some gravity to make them look right. I need to have more of a concave look to the top of them, remember the water balloon!
here's a handy dandy gif image of the process.Week 2 - End
Apologies for the late update, i had a rather hectic weekend! this will hopefully bring everyone up to speed with where i was at on sunday (end of week 2).
i spend much of the week tweaking and refining the torso shape, getting it to a place i was happy. i also spent a lot of time on the head. i'm not happy with the head at all now and i can see myself spending the next couple of weeks working on it.
The Torso
after last weeks torso analysis, i made pretty much all the changes i wanted to make to the torso. i've got her looking how i want, slender, toned, but still buxom enough to be sexy. but when it came to getting the bodysuit look, i realised i'd made a bit of a boob (lol) in the topology of the basemesh.
as you can see above, the topology is great if your character is naked, or in just a bra. but for a tshirt or bodysuit you'd want to change some of that topology to the more grid like/uniform structure. it's no big deal, i'd originally intended to sculpt the bodysuit as a layer in zbrush but i ended up exporting the mesh into max, duplicating most of the body, and redoing the chest topology before taking it back in for a project all and then work on the look and feel of a skin-tight suit.
this focused mainly on very gentle use of the "damstandard" brush, blocking in the creases on the lowest subdivision that could handle it. they'll be refined later in week 3 or 4, but for now just getting their positioning was most important.
while doing this, try to remember that there's a body under there. sure a skin tight suit might flatten the flesh underneath in some areas, like the breasts. but it will also diminish some of the natural creases, like the one from the crotch to the iliac crest, and the belly button.
The Head
ugh this is hard. REALLY hard. there are certain points i NEED to hit to make this come out okay.
the top set of images is what i was left with after my 1 on 1 with Hazardous. the bottom set of images is where i was at by the end of the week, after tweaking it myself and trying to get it to where i liked it. there's things i like for sure, but a lot that i don't.
again, just drawing over the screenshots was a big eye opener. it really helped me to see what was wrong and how to fix it. it's something i should have done a lot more in the past but was too lazy. but this whole thing has just opened my eyes to how "bad" i was being before (in the behavioural sense of the word as well as the skill level).
so yeah... DRAW MORE! hah.
i was expecting this update to be a little longer... well, next one will have more cloth stuff in it so that might take a while, and hair too.
Week 3 - Coming to a Head (lolz)
so this week Haz did another sculptover on my mesh. i watched him do it, completely knackered, total lack of sleep threatening to destroy me. watched him push here, pull there, and before i knew it, Rogue looked like a new woman!
the thing is, when i compare the two, a lot of the major landmarks were fine before he sculpted over. the lips were in the right place, the jawline terminated at the right place, the eyes are the right size/the right distance apart, the nose is the right length etc. so from that point of view, WIN!
but there were a lot of areas where my lack of experience... and his immense amount of experience showed. now, the very first time he did a sculpt over, i just took that mesh and played around with it, keeping what i wanted, changing what i didn't. and to my shame i've only just realised i learned absolutely fuck all by doing that! i thought i'd learned just from watching, but far from it; it barely sunk in at all. so this time i did something a little different!
i did the same analysis that i'd done in the past, sketching, writing notes etc. trying to get a feel for the changes he'd made. but when it came to the sculpting, i decided to load his mesh up in max, put it to one side of my screen, loaded zbrush on the other side, and tried to replicate his changes.
The Analysis
Old Mesh
so at the top here you can see my old mesh. problems included:
- cheekbones being too sharp and angled wrong. there's no subtle transition from cheekbone to jaw, and the fatty area in between.
- there's an overbite on the bottom jaw, the chin juts out a bit, and the bottom lip is too far forward adding up to a very manly caveman appearance.
- the shape of the skull is far too square.
- the eyebrow isn't defined enough.
- the ears are too long and angled too vertically.
Hazardous's Revisionwhen you look at haz's revision in the middle, you can see he's gone up an extra subdivision... but that aside, you should be able to see:
My Revision
and on the bottom you can see my own revision:
- i'm still staying to lower subdivisions to get the forms absolutely solid before committing to any finer details.
- i still need to define the eyebrow a bit more.
- i've fleshed out her face, given her that really soft cheek to jaw transition.
- i've chosen to keep a fairly strong jawline, keeping with the character. but i've also re-angled the jawline.
- i've pulled the chin back but again kept it fairly strong compared to haz's revision.
- i've tweaked the lips, i'll get the magic one day!
- i still need to look at softening the nostril.
this has been an amazing learning experience. i've learned so much doing it this way. more to come!Week 4 - details, details, details!
Week 4 is the final week of sculpting. by the end of the week we all hoped to be done with our high-poly meshes and begin looking toward making the final low poly meshes.
so this week i spent a little time finishing up the forms of the character, following up on feedback (note the ass crack), adjusting proportions and finally, adding details. details here means wrinkles and folds in the different clothes she is wearing. i didn't want to add any type of wrinkles or blemishes to the skin in the high poly, those will be left to the texture if they're even added much at all.
so now we get onto the subject of wrinkles... folds in cloth. and it's a lot simpler than you might expect. just about all wrinkles or folds can be catagarized in one of three:
here's an image of what i tried to accomplish.
i tried as much as possible to simply visualise this on my mesh, trying to think about where wrinkling would occur most, and also to bear in mind the material it's happening on. for example:
another note here is that it's NOT super important to be neat and tidy. most folds aren't! having "perfect" lines and edges in your folds will make them look un-natural, realism is about imperfections (in my opinion). so loosten up!
at the same time as all of this there were a couple of things i was conscious of:
and finally, here's a turntable of the final high-poly.
[ame="http://www.youtube.com/watch?v=0qDVicwyMJM"]rogue_turntable_large_3.mov - YouTube[/ame]
pre-note: all pictures here are at least 3 days old and things have changed since.
This week i'm retopoing/creating the low poly mesh. now, one of the big advantages of having the basemesh set up the way i made it was that the topology is already largely how i want it. the biggest issues i had were in defining specific areas.
Now, there's no real budget here. ultimately this course is about making a sexy woman. but i also want a strong portfolio piece which will say to devs "hey... this guy knows his stuff". well... i HOPE they will say that haha.
So let's face it, this is a "hero character", and this particular hero has... well... "heroic areas" hehe. So it's important that those areas look good, right?! This meant adding more edges to the breasts, and arse. to keep them low poly enough that they're within acceptable limits, but high enough that it looks smooth and round... but that's for later. for now here's:
General tips
For retopo i just use 3ds max's built in freeform tools. they're incredibly easy to use! just select your low poly mesh, in the graphite tools area select freeform, and polydraw. set it to "draw on - surface", and then click "pick" and click your high poly mesh. then using the tools within the freeform ribbon you can retopo while all your verts stick to the high poly mesh like glue!
that said, there are some things you should look into doing during retopo:
The Face
so with the face, using the above generalities, i went over the mesh. i looked for areas that needed more definition, that weren't filling out the volumes of the high poly, or were just too low resolution for what i wanted. for example:
The Hands
the hands were... well, not fun heh. this was one area where keeping volume was difficult. the fingers were actually really difficult, in fact it's almost impossible to retain the volume on fingers without racking up the amount of sides they have. i eventually just settled for six and i'm happy with the result.
As you can see in the images below, there are a few areas where the fleshyness of the high poly just aren't covered by the low poly. that said, i feel like i managed to retain enough of the form that they'll bake down well, and still look womanly and "dainty" so to speak. here are some things to remember:
Other bits
for most of the body i just followed what i've already talked about, but i figured i should mention a little on building a low poly with baking normalmaps in mind, for those who haven't done it or want to try it.
putting it simply, just remember that normalmaps are there to fake internal detail. so when you can save polygons by not trying to define every single bit of that detail, then awesome! but it's just as important to know when you SHOULD be defining detail in the low poly itself.
the best way to do this is just zoom out, any details which can't be seen in the silouhette from "game distance", which is how far zoomed out you usually see your character, can be covered by the normalmap. any details which can be seen that far out should probably be handled by geometry.
an example of that detail and how to handle it with your geometry, the red line is the high poly, the blue is the low poly.
Sub'd
this is going to be so cool.
thanks a lot guys, hope to make you all proud!
Somehow I think alas may not be the right word... perhaps substitute "hurray" or "huzzah" or something to that effect haha
But joking aside this is already looking awesome and contains some great tips a lot of which can be applied to prop modeling just as well (ref gathering and pre-planning", until of course we hit the anatomy stuff.
I myself am abysmal when it comes to anatomy and character modeling. Looking forward to getting a good sense of how things are done well from your and Hazardous' thread. And of course the others in the course when/if the post up ( I think I saw one more crop up recently)
cheers, fixed.
Best of luck gir, you're killing it so far! Thanks for the freebies, keep us updated!
EDIT: Looking sick so far btw
I spent a few hours last night sculpting, but I got very tired. I think I eventually went to bed at around 4:30am. I was having such a blast on Google hangout with the other guys that I just wanted to stay and make cool art, but ultimately I felt I’d devolved into a raving lunatic spouting nonsense about tooth lasers and Irishmen.
So today I did a little more sculpting, and now I’ve come to the analysis step. While I did lay out a lot of core muscle groups for the entire mesh, I focused mainly on the upper and lower body poly groups. This means I can focus on getting it completely right and then move onto another part. It means you can break down your workload too... if you sculpt out the entire body, and then analyse it, there’s a lot to go through and that can be really daunting! So break it down into manageable chunks.
Torso analysis
This step is very similar to how I analysed my sketches. I took a bunch of screenshots from different angles in zbrush, mainly rotating around the y axis. I then sketched some block shapes over the top for the ribcage and hips, along with s-curves and such; almost as if I’d just started doing a whole bunch of sketches instead. And again, when i'd done that, i sketched over the top, and wrote notes about the changes i needed to make, or things i thought were good.
While I did this, I kept flicking back to my reference images, along with a multitude of other naked chicks in various poses and angles. Doing this helped me identify some core problems with where I’d gone so far. It also revealed I’d done some things right too.
- The arse is looking pretty much how I want it to. There are a couple of nitpicks I could make but for now I’m happy with the overall shape.
- I’ve nailed the hip to shoulder ratio. They’re the right distance apart, they match each other. And actually the waist is roughly where it needs to be too. But there are some tweaks needed!
- I need to look at the rib to hip transition in some of the side views, at the moment it’s coming off as very harsh, there’s a lack of subtlety there that’s making her look anorexic!
- I also need to consider slimming down the ribcage a little, bringing the back of her ribcage forward would help make her look more feminine. Yes she’s a marvel hero and has super strength, but a big ribcage leads to mannish proportions.
- The abdomen looks a little strange from the side; it should be more of a flat incline rather than a curve, and then a very subtle outward push just below the belly button.
- The breasts look good from some angles but not from others. There’s a sense of weightlessness to them which I need to fix. They’re pretty big, and need some gravity to make them look “right”. I need to have more of a concave look to the top of them, remember the water balloon!
here's a handy dandy gif image of the process.Had a quick look and everything looks pretty groovy! More feedback later
Cant draw my ass
my profile is here: https://plus.google.com/u/0/101133366180050549000/posts
feel free to post your profile in this thread, or send me a pm or whatever.
you can "TRY" using this link to go directly to the hangout, not sure if it will work: https://plus.google.com/hangouts/_/3707bf8d6438ad36e7dc09aa77409ef5a2feb806?hii=101133366180050549000&hit=1335305962551
apologies for not being some super sculpting session, i was mainly focusing on getting forms right and just pushing/pulling bits around getting her where i wanted.
for those who didn't come along, here's where i finished up!
there will be full analysis and writup of the torso and head within the next few days!
Sounds rough! :poly124: I'm really loving all of these updates; every few days it's like Christmas. I can't wait to see what's next!
here's where i'm at right now, currently writing up a massive post, will have it up shortly guys.
Edit : Then i'd say her butt crack s a little too high for her butt cheeks, they'd deserved to be a little bigger
Apologies for the late update, i had a rather hectic weekend! this will hopefully bring everyone up to speed with where i was at on sunday (end of week 2).
i spend much of the week tweaking and refining the torso shape, getting it to a place i was happy. i also spent a lot of time on the head. i'm not happy with the head at all now and i can see myself spending the next couple of weeks working on it.
The Torso
after last weeks torso analysis, i made pretty much all the changes i wanted to make to the torso. i've got her looking how i want, slender, toned, but still buxom enough to be sexy. but when it came to getting the bodysuit look, i realised i'd made a bit of a boob (lol) in the topology of the basemesh.
as you can see above, the topology is great if your character is naked, or in just a bra. but for a tshirt or bodysuit you'd want to change some of that topology to the more grid like/uniform structure. it's no big deal, i'd originally intended to sculpt the bodysuit as a layer in zbrush but i ended up exporting the mesh into max, duplicating most of the body, and redoing the chest topology before taking it back in for a project all and then work on the look and feel of a skin-tight suit.
this focused mainly on very gentle use of the "damstandard" brush, blocking in the creases on the lowest subdivision that could handle it. they'll be refined later in week 3 or 4, but for now just getting their positioning was most important.
while doing this, try to remember that there's a body under there. sure a skin tight suit might flatten the flesh underneath in some areas, like the breasts. but it will also diminish some of the natural creases, like the one from the crotch to the iliac crest, and the belly button.
The Head
ugh this is hard. REALLY hard. there are certain points i NEED to hit to make this come out okay.
the top set of images is what i was left with after my 1 on 1 with Hazardous. the bottom set of images is where i was at by the end of the week, after tweaking it myself and trying to get it to where i liked it. there's things i like for sure, but a lot that i don't.
again, just drawing over the screenshots was a big eye opener. it really helped me to see what was wrong and how to fix it. it's something i should have done a lot more in the past but was too lazy. but this whole thing has just opened my eyes to how "bad" i was being before (in the behavioural sense of the word as well as the skill level).
so yeah... DRAW MORE! hah.
i was expecting this update to be a little longer... well, next one will have more cloth stuff in it so that might take a while, and hair too.
Edit: Well, that was maybe harsh, I do think you're improving a great deal here and that's heartening, but I think it's dangerous to model by other people's subtle stylisations when you haven't gotten the real anatomy down.
so this week Haz did another sculptover on my mesh. i watched him do it, completely knackered, total lack of sleep threatening to destroy me. watched him push here, pull there, and before i knew it, Rogue looked like a new woman!
the thing is, when i compare the two, a lot of the major landmarks were fine before he sculpted over. the lips were in the right place, the jawline terminated at the right place, the eyes are the right size/the right distance apart, the nose is the right length etc. so from that point of view, WIN!
but there were a lot of areas where my lack of experience... and his immense amount of experience showed. now, the very first time he did a sculpt over, i just took that mesh and played around with it, keeping what i wanted, changing what i didn't. and to my shame i've only just realised i learned absolutely fuck all by doing that! i thought i'd learned just from watching, but far from it; it barely sunk in at all. so this time i did something a little different!
i did the same analysis that i'd done in the past, sketching, writing notes etc. trying to get a feel for the changes he'd made. but when it came to the sculpting, i decided to load his mesh up in max, put it to one side of my screen, loaded zbrush on the other side, and tried to replicate his changes.
The Analysis
Old Mesh
so at the top here you can see my old mesh. problems included:
- cheekbones being too sharp and angled wrong. there's no subtle transition from cheekbone to jaw, and the fatty area in between.
- there's an overbite on the bottom jaw, the chin juts out a bit, and the bottom lip is too far forward adding up to a very manly caveman appearance.
- the shape of the skull is far too square.
- the eyebrow isn't defined enough.
- the ears are too long and angled too vertically.
Hazardous's Revisionwhen you look at haz's revision in the middle, you can see he's gone up an extra subdivision... but that aside, you should be able to see:
My Revision
and on the bottom you can see my own revision:
- i'm still staying to lower subdivisions to get the forms absolutely solid before committing to any finer details.
- i still need to define the eyebrow a bit more.
- i've fleshed out her face, given her that really soft cheek to jaw transition.
- i've chosen to keep a fairly strong jawline, keeping with the character. but i've also re-angled the jawline.
- i've pulled the chin back but again kept it fairly strong compared to haz's revision.
- i've tweaked the lips, i'll get the magic one day!
- i still need to look at softening the nostril.
this has been an amazing learning experience. i've learned so much doing it this way. more to come!I'm not sure if it's just me but the head/face looks a bit too far forward which makes her look less relaxed.
in this version:
you can see that haz has lowered and made more subtle the crease on the back of the head, and removed the definition of trapezius going up the back of her neck. It's hard to see in the latest iteration, but you need to take notice of that.
The arms are too defined in it's shapes, which doesn't look anatomically correct and again detracts from her feminity, for example, the biceps and forarm are too bulgey, they need to adhere to the correct shape of a womans arm.
I think the biggest peeve I have is with the neck and clavicle area, I think you need to sort of rotate this whole section forward a bit, bring the trapezius further up her neck, softening the transition up the back of her neck, bringing the clavicles down a bit. Here's a paintover that might be of some use: