I think I am ready to call Phoenix finished. She weights in at 14.700 triangles including the scythe. 2048 maps for model, 1024x512 for scythe and a separate 512 for hair. I decided that I'm gonna try out some different software to render Phoenix in realtime. First up is Marmoset Toolbag.
Next is a screengrab directly in 3DS Max with Xoliul Shader 2.
I decided to make a somewhat more fun video than just a turntable so here is a small video presentation of Phoenix. Watch in 1080p please!
[ame="
http://www.youtube.com/watch?v=MlP3HllEHZ4"]http://www.youtube.com/watch?v=MlP3HllEHZ4[/ame]
Replies
Overall the model looks nice however I do have some CC as I myself study Games Design at University
- Armoured Shoulderpad although looks nice the bone/spike wouldnt support itself on a mere shoulder with 1 strap. However it depends whether prefer form/function.
- The spikes on the shoulderpad are far too look, consider the character standing with its arms outstretched above her head - the spike would be piercing her skull.
- If the front skirt section is feathers (think so?) then they are far too rigid, they should look more placid and perhaps slightly curved in the direction they are flowing in.
- The creases on the bottom of her cape look are far unrealistic, however the top half is great.
But as I said very nice
Cheers.
Her legs are also a bit skinny, almost as skinny as her arms at the moment and the shoulder-pad is way too massive.
David Wakelin: Form is definitely prefered before function here. I really want to go over the top. Since she's a witch the shoulderpad will be part of her defensive skills summoned by magic. Wait till you see her scythe which is part of her offensive skills
For the front section skirt I was thinking doing some kind of metal straps but I am really not happy what i came up with (although it sticks with the bird theme). Will probably redo that section. Thanks for pointing out the creases at the cape. I myself was a little unsure of the wobbly lines at the top secttion. Trying to simulate some kind of gravity there.
Jonathan Dick: Thanks for pointing out her legs. Will look into those.
SCB: Thanks for pointing out the hood. It really does look weird :P
Right now I am detailing the shoulder pad. Kind of working a little all over the place. The gauntlets was probably the hardest thing I´ve done in Z
Closeup of head:
(some quick examples)
http://elegancehut.com/wp-content/uploads/2012/03/132.jpg
http://media2.onsugar.com/files/2011/08/33/4/1873/18731282/9a96497d85330f87_Skirts_A.jpg
And if i can make one more suggestion, I would say that the body itself can be made more toned. Not buff but toned for a women, athletic women would be a good reference, you can still keep the feminine look of the character while giving some good hints that she is physically strong.
I hope that helps, not trying to step on your toes or anything, looks great otherwise.:)
I went ahead and fixed the cape and tunic, as well as tuned up her arms a bit. Let me know what you think!
But to the C&C, the Hoodie she has in the back, it doesn't look like it got any weight, more like it is flying. Look in to that, and also i do not like how the folds go in the middle of the back. Because those folds i do not think would go like that, especially if the cape is heavy. The folds should go more straight down and then start fold in other directions when she moves or the wind comes in to play. But that might just be me.
Is that an German iron cross on the boots? I like that a lot. But overall it does look good, just that little bit off tuning until you are satisfied. Keep it up.
Link: The armor was extracted from bare body in Zbrush. The base of the gloves, boots, shoulder pad and cloak was made in 3DS Max but I would say overall 90% of the work is Zbrush
Generally your cloth could benefit from larger forms, or at least more variation in forms. Currently all the folds are the same basic size/depth and it becomes visual noise rather than a flowing/draping form. Just an example, not that this is how your cloth would necessarily hang http://www.carpatina.com/Men_highwayman_cloak.html
but notice how there are areas where the folds are larger or smooth out and then there are places of smaller closer together folds and then on top of that there are a few wrinkles especially on the edges where the seams are pulling on the fabric.
The head needs some work - pull out, define, separate some of the features more - specifically the eye sockets and the nasolabial fold. The ears need some more geometry and to be pulled off the side of her head. The eyelids need to conform to the eyeballs.
Are you going to add some depth to the armor pieces or are you planning on rendering backfaces for the character? That also brings attention to the difference in her armor pieces compared to the shoulder pad. Where the shoulder pad is this very thick and chunky organic shape the armor pieces are very thin hard forms. Carrying those elements through the entire character - like you've begun to do with the bird skull on the chest piece - would really help tie the character's design together.
s33th: If you mean the gauntlets and boots, my plan is to run them with backfaces. Didn't want to waste polys on adding depth to thin forms. The original plan was to get her done in 16.000 tris including weapon but I think I will land around 17.000 once eyes and hair is done.
I will probably not return to the sculpting stage anymore but I will take your advices with me to my next model. Thanks for the feedback!
Also, I am calling her scythe done. Moving on to textures.
Using Xoliuls shader for the screenshot and am really falling in love with it
Textures are mostly flats and still no decent specular map. Will probably continue applying some dirt and wear and tear to the metals. C&C please!
Oh, and by the way, I decided to name her Phoenix.
[ame="http://www.youtube.com/watch?v=MlP3HllEHZ4"]http://www.youtube.com/watch?v=MlP3HllEHZ4[/ame]