Hello Forums!,
After spending a long time at school I finally get to get back to modeling (Woo!!!).
Here is the concept that I drew up for this character.

Most Recent Update:

This is where I am currently for the sculpture. I'm having a tough time tackles down the hair. Any feedback would be greatly appreciated.

Replies
also in the 3D version, you have lost a lot of the definition on the feet, esp the ankles.
I also started working on the hair. I've never sculpted hair before and I'm finding this to be quite difficult. I'm still looking into fixing the feet. Any feedback would be appreciated.
@Lotet
I'm not entirely sure what you mean by squashed and wrong direction gravity. Could you clarify what you mean?
From the front view it should look more like this :
Your feet just seem to have the same width everywhere insead of having the "bean" shape of a foot.
Here is screenshot from the bottom view
EDIT:
Quick update on the feet. I'll do some more work on them tomorrow.
My point is youve neglected all the transisions, there is almost nothing between the breasts and the neck, and there is almost nothing between the breasts and the hip. there is a lot more to a woman then a head with breast and an ass
I'm still working on the feet and plan to work on clavicle region next.
I know I am going to sound like a broken record since I have been saying that in a lot of highpoly threads, but anyways, here goes : I would strongly suggest you to export the whole model as OBJ (after quickly decimating to something manageable) and load it up in a "regular" 3D app with proper perspective - Max, Maya, Modo, Mudbox, anything really.
They tend to give much better visual feedback than Zbrush when it comes to subtle form overlaps and smooth surface changes, both or which are very important in a model like this one. It might allow you to get a fresh eye on it.
Good luck !
I pulled the mesh over in Maya. I'm not completely understanding what you trying to say. What do you mean by subtle forms overlaps?
I change my shader (Standard Materials) and light direction constantly inside Zbrush. Maybe you could point couples examples of problems that zbrush mask and maya does not.
Here screenshots of maya. Sorry Resolution is so small I'm working on small monitor atm.
Well, I am mostly talking about the rendering style, and the perspective distortion.
For instance on your Maya screenshots I feel like everything is easier to comment on : the fingers being a bit too thin, the flat plane on the side of her left knee, and so on. This is mostly thanks to the rendering, since the default Maya look doesn't have any of the fancy rimlight and screen-based effects that Zbrush fully rely on, which tends to obscure readability. The armpit is another example of that : I can notice things on the Maya screenshot that were not noticeable on the Zbrush images. In other words : the more standard rendering style of Maya is less forgiving than Zbrush's, and allows to spot surfacing errors more easily in my opinion.
Overlap issues are mostly happening when people tend to snap to side and front views using shift-drag, without considering the fact that a head might be tilted forward instead of straight-on for instance. Maya not having ortho shift-snap and displaying everything in proper perspective usually allows one to spot these issues easily.
But at the end of the day, whatever works ! I personally use Mudbox to do these kind of tests since it allows to tweak things easily before sending the mesh back to Zbrush. But you are right - if it doesn't feel necessary to do so, then it's all good
Also, the FOV can really change how we see the model. The default fov in ZBrush is 50 ( in the Draw menu, beside the PERSP icon ). In Maya, the focal length is 35mm, which equals a 63.4° FOV ( at least I guess it's correct, calculated on this site : http://www.bdimitrov.de/kmp/technology/fov.html ). Now I'm not an expert, I can be wrong of course, but you won't see the same mesh in ZBrush and Maya, or in Marmoset... I think that 45° is better.
Anyway, I feel like you sculpted the boobs with a high subdivision ( or high resol dynamesh maybe ), because it's not smooth at all. I think you should lower the subdiv and smooth that ( separate the head to avoid loosing the details here ).
I smoothed out the breast and retopo the hair. I plan to do some more adjustments to the hair and clean everything before heading in low poly.
And if you're not gonna symmetrise the pants ( as I see the flower on one side only ) you could make different details and folds on both legs to break the symmetry ^^.
I still working on trying the make wrinkles asymmetrical while not looking too weird. This is first time I've sculpted wrinkles and I'm find them little difficult.
Are you planing to place her in some scene, or perhaps doing some animations with her?
Keep it up.
She is supposed to be for small game project. So I plan to some animations but we'll see how that all goes.
@lotet
thanks, that means a lot me.
Since I started getting hang of sculpting a bit decide to update the face. I think the newer fits the concept but maybe thats just me. Thoughts?
I still cant decide if I want to sculpted hair or alpha texture type.
Ill try get better screenshots in the future, still learning UDK
So what is the recommended FOV in Zbrush to get the same if not close to Maya's FOV then? 45?
PS. I'm not very good at lighting
I'm also planning to start her transformation soon. Here rough concept of what i plan for it to look like.
Can i know how you came about this flaming head idea, pretty please with two cherries on her i mean on top...please.
No, i was being serious with my question i do like your work i was curious if you were "guided or coached by an outside/inside person", to this result not that you just did what you did.
Again i like your work i was curious again as to how you came to the resulting transformation concept.
I usually come off as an ass but i totally do not mean to, sometimes, this was one of those times.
This character is for small personal fighting game project I'm working on. Not much has been coded but it work in progress. Every character is suppose have power phase of some sort and her is well... fire-based.
As for the flaming hair, isn't it like what everyone does for fire elemental people? XD
Also the basic blocking is done
Yup they do for fire people, also i agree with billy the dots do distract maybe bigger and not so many of them with bits ripped off for extra ooph design?
Maybe some straps also like a dressing of straps at her booty or chest area, also i'd make the breast grabbers fingers bigger and then push some of that juiciness out of them a bit if your going for sculpting with this.
Loving it though cause it has that stylized cartoonish feel going on and i enjoy that a lot.
Slowly figuring out how get UDK to do what I want & learning to texture better... Still think it could be much better.
As for the set of armor I tried couple different patterns I wasn't a fan of so I think remove the holes in the fabric areas.
Minor tweaks to the mesh:
I was planning to use mesh with material effects and particles effects on top of that.
Plan Update:
I putting the transformation mesh on hold. I tried to change concept around a little bit and decided just to redesign it. Since this model isn't top priority compared to animation and modeling other characters I resume this at later date. Thanks for support all the support!