Hi! Time for retrogasm! So i started like a week ago but thinking about creating a thread here on the forums. Now, here I am!
Goal: Modelling Celes from Final Fantasy VI. Gathering reference.
here is the original concept from Yoshitaka Amano, I love his style because he expresses forms with his own sketchy style.
I want to achieve the
final fantasy look like from final fantasy XIII and so on games.
Celes outfit references. Celes, in the game has lots of outfits (hell, she even has an opera dress!). I have chosen the yellow one because I think represents more her character. There are few original artworks of Celes so I'm calling fanarts and cosplay as inspiration.
Here is my sketch of hoiw is going to be the outfit!
Here is my base blockout progress. Any feedback and resources are welcomed!
Replies
I have some feedback for you, I think your head started off ok but it started to get a little more blobby as time went on. An area that stands out to me is the mouth and surrounding areas, it looks kind of flat and structure-less, like she has no teeth. If you poke that area on your own face you can easily feel teeth underneath as they are a big factor for how that area is defined. I did a paint over and provided some reference on how you can bring some structure back into her face, I hope it helps!
My Blockout is finished so now I'm planning the details. I read about Celes Job, shé's basically a Rune night so I searched and found this pic from FF tactics
So I'm getting inspiration from the white pattern to decorate Celes' shirt. Here I made a paintover (it's very rough)
And here is some progress, the pattern I made it painting it to the shirt UVs and masking by polypaint.
Also I'm blocking out the direction of the hairstyle! It's like wobbly and soft and needs a lot of work!
Here is a still if that helps out a little more.
I hope that helps!
started on making some detalis, here is the main turn around of the whole sculpt.
I sculpted the laces with ZShperes and the lace is a custom IMM brush I made. Also I finished detailing the boots!
Next step is modelling the belt, the jewellery and little details before I call the high poly body finished.
Also I want to improve my belt design I feel like it's missing something and it's going to be an important part of the model!
My Uvs are distributed with head one part and body to another space. I plan to Make an extra Uv space for hair and the sword. There's still some space reserved on the skin Uv Space in case I intend to put some extra UV's there.
I have a question regarding the belt, I don't know if I need to give it more texture resolution on the UV space. Any advice?
I'm very glad how the torso details arelooking prett well!
I hope I can get to the haircards soon.
Here I nearly finished my grooming, time to preview textures and pose!
It also comes with an eye rig!
Also, don't forget to move that hips!
Imported the pose on Marmoset! Sill need dome textures on the sword!
Check Highres pics at ArtStation:
https://www.artstation.com/artwork/mBmBe
I think not (?) I don't know what's a proxy hair shell (I assume it's a cage?) Which's the diference with baking Normals into a plane?