Thought I'd have this lady done in a weekend but I quickly decided to do something more complicated than normal. (And also thought she deserved her own thread as opposed to being relegated to relative obscurity in my sketch thread)
Here's my base mesh as of Sunday:
With the following changes:
• Fixed the n-gons in the face I accidentally made when I chamfered for the nose
• Added geometry in the crotch to make it rounder and no longer square
• Added a geosphere for a helmet, increased the tri count to 450ish
Possible additions (I haven't decided yet)
• Rocket Pack
• Raygun
I did a paintover of my screengrab. Here's the direction I'm going with her:
I'm planning to try something new with the texture. It's going to be diffuse-only, but I'm going to paint it from an AO map generated from a highpoly zbrush sculpt. I saw someone else do this in the Lowpoly WAYWO thread on some kind of troll/oger and I loved the result, so I want to try it myself.
I'm way open to crits and suggestions. There's a few things I don't know how to do (like the best way to sculpt the quilting on her uniform in Zbrush) and a few things I'm not sure about (like making the helmet with a transparency or just reversing the normals so you only see the backfacing bits).
Thanks for stopping by
Replies
Not a very exciting shot here, but I got her unwrapped. I also added a raygun. Every space explorer needs a raygun.
Then I brought her into Zbrush last night and started softening the forms.
I'm pretty much not happy at all with what I've got there (well, I'm reasonably satisfied with the profile view). I couldn't figure out what was wrong last night but after sleeping on it and looking at it this morning, I think it still has too much of the boxiness from the base model.
I'm working my way up subdivision levels trying to smooth out the big areas first. Any critiques or advice would be much appreciated.
But I'm loving the design and i'll be keeping an eye on this.
PS - I love your lady batman
Some major landmarks that I changed
- Shrunk the head
- Moved her knees up
- Enlarged her ribcage
For the quilting texture I made my own alpha:
and applied it to an inflate brush with a strength of about 5. I ended up painting it on with drag rect and hoping and praying that it would wrap around. I had terrible problems getting it to wrap until I masked off the arm and painted the side first. Even so, the pattern gets a bit faint on the back. (you can see this effect on the arms)
If there's an easier way to sculpt with a repeating alpha on an organic surface please somebody enlighten me!
Additionally - the hood looks weird and no matter how I apply the smoothing brush I can't get those lumps to go away. It's simply an extraction from the mesh underneath, so I might just end up ditching the thing alltogether.
Pushed some more polygons around yesterday. I tried to address the feminine shape like you mentioned Di$array, I also moved her chin in, made her head a touch larger, and moved her breasts down along with rounding them out some more.
I still have to finish the boots as well as add kneepads. After that I'm going to give her face another pass, I'm still not completely happy with it.
Dig the cloth pattern, keep goin!
Allright, I baked me some AO last night on the crunchcast and started laying down some color. I've got SO much cleanup work to do on this yet, so I recognize the wip is extremely rough. Just going to keep working on it until I'm happy with what I have.
I had plans to texture a space helmet, but they didn't pan out. The top images have a 256x texture (512x texture is displayed) and the turn-around has the 512.