Hey guys, i'm just starting this thread to get some comment/critics on the character that I just started.
Out of inspiration i'm doing another diablo III character. (I don't have my own concept artist and I don't do my own concept, and I like the diablo III concept a lot
. For those who haven't see my other one, here's the link to see my Monk :
http://www.polycount.com/forum/showthread.php?t=97683
So here's the concept for those who might not have seen it aldready
This is just a WIP obviously, i just started this and most of the part are still in blocking and I still have to add a lot of pieces
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Thanks for readings and Looking forward to see what you guys think.
Replies
Your model is looking great so far. Id like to see a narrower upper arm and more of a prominent shoulder combo like the concept. To me thats one of the big selling points on the character type.
Agreed , Looking good so far, loved the monk, can't wait to see more.
And if you want to stay as close to the concept as possible then you could bring in her waist a lot more and define her abs a bit more. But obviously this is still WIP so maybe you haven't gotten there yet
Can't wait to see this finished!
The face looks pretty solid but I think you should push some of her facial features a bit, like increasing the width of the nose, and increasing the thickness of the lips a little bit.
Lookin' forward to updates!
Things are not going as fast as I would like,
Have been pretty slow in the past 2 days, fixed some little shit I didn't like (might be very subtle tho) still a lot of stuff to fixe, pieces to add and pieces to start detailing.
Critics and comment are still more then welcome.
I tried to thinner here waist a bit, I know i'm going a little bit more on the realistic side for this one, kinda of a bad habit I took, stylized proportions are really hard to master because you want it too look like an artistic decision not like a beginner mistake. Pretty hard to achieve IMO.
Anyway thanks a lot to all of you guys for the nice comment and to actually take the time to do it. So many aldready.
Blizzards concept looks caucasion though. It's considered more attractive (don't shoot the messenger) than an African looking female overall.
I made a quick paintover to show what I mean. I'll be watching your progress, you did a really great job on the monk, this should be good.
I actually rework the upper body part but still have some tweak to do.
I worked on the face today, still not over, your comment about the eyebrows is really good, i will check it out.
I will not post anything new for the weekend, i'm out of town.
Here ya go for today, had a very busy day I wish I could show more
sorry for the lack of updates, was out of town all weekend and I've been working a lot to be able to put my own website online very soon.
So here ya go, i've made a lot of very subtle fix so I dont know if it will be easy to see right away. Work on the proportions, smallest waist, changed to the shoulder and some fix on the arms.
Anyway I will try to post news more often, I'm starting the mask today
May I ask what was the process of doing your torned cloth edges, how did you tear up that fabric?
The only thing about that technic is that it will make you loose all of your lowest division, tho there is usually a way to go around it and keep something a little more low resoltution somehow. (for tear up mesh it gets a little bit more complicated tho, but I usually redo a topology in zbrush and then reproject the details subdivision level at a time, to basically get all of my subdivision back, you can also use the same technic with a dynamesh. For some cloths parts I have not been able to get my lowest back wich means posing in zbrush might not be possible / easy, just be aware of it)
Here I painted a mask on my piece of cloth by hand, I know that there is a way to generate random mask using the noise filter and then converting the polypaint into a mask. but it did not want to work at all time for me so for this exemple I hand painted it. Of course you can make your own alpha and really try to give it a nice look, I made this one pretty quickly.
Then all you need is to sharpen this mask a few times. should give you something like that
Then its really simple delete your lowest subdivison level, invert your mask, go in the visibility panel and hit ''HidePT''. Tho at the moment the geometry is only hided, now you will only need to go back to the geometry panel and hit del Hidden.
here ya go, you got your teared up mesh.
There is probably easiest way to do this without losing your subdivision level, if some people know about it please share it with us. I dont mind that much because i've never been able to do a great job at posing in zbrush anyway so it will be perfect for baking a low resolution still.
anyway, once again, soryy for my crappy english and I hope it was understandable.
http://www.pixologic.com/docs/index.php/Joseph_Drust
Once again I just started to do characters in October so i'm sure some people here have better ways to do this
Will try that tonight!
Your sculpt is looking great too! I can't wait to see it textured!
Changed the face a bit, here's another update
What do you plan to do with those feathers? They look way too thick as they are right now.
The "shirt" should be hanging under the boobs.
I will try fixing them
-Nat
similarly though, its pretty kool when you see something like a "Realistic mario" or something of that nature, it just kind of has to be what you set out to do, rather than happening because your using real life reffs and not keeping yourself to the style.
Since I had more of a posed concept art here, harder to tell proportions, I went for something more easy to relate to without more information.
Final render for the high resolution sculpt, will start the low resolution and baking
Thanks to pancakes for making this thread revive after such a long time haha!
I actually started working on her low resolution model few days ago, I've been quite busy with and art test recently but I actually failed it, didn't get the job (trolololol). So I'm back into real business here .
So here's a little preview of what I did for the texturing, still a work in progress,
what do you guys think?
@pancakes, you are silly, thanks a lot
we are talking here around 4 757 polygones or 9 104 triangles.
still needs to add her mask and weapon
Is this model shown in a modeling package or game engine?
Model is rendered in Marmoset toolbag wich is kind of like a game engine,
Yeah the T pose sure is very proper for the character and I will sure try to have her posed for final renders as this pose doesn't fit the attitude of the character at all, as you mention. Didn't really though about trying something different for T pose, I always to something kinda similar to that to make sure it will be easy to rig
Btw, how confident are you about your character's hands? Would you mind taking a closer image of the hands for your whenever your next planned update is?
I'm having a lot of trouble doing hands at the moment, for the next character I'm planning of changing the way i'm posing them because right now this just isn't right
Will see about the picture :P
I wouldn't mind seeing them both. Btw, here is an interesting tutorial on modeling hands I've been studying:
[ame="http://www.youtube.com/watch?v=J1mExXURsWk"]Fast and efficient 3D modeling tutorial for the human hand - YouTube[/ame]