Alrighty, putting the ATI girl aside because I saw a concept that I liked more! I've been feeling that I'm not pushing myself with sculpting so I'm opting for a more detailed design! I saw this Witch character by Kim Ha Yeong over on artstation
https://www.artstation.com/artwork/EBv1A so I thought I'd give it a go. Pretty much all of it is still in the beginner phase: I still have to block out some more things.
Detail shots! It was intersting to make the strips... and tedious to make the dots ( I need to find another method of making them instead of hand placing them
)
The strips on her arms won't stay red, they're just that color so I can see them.
Overall I think I have a pretty good start, although I feel like her body proportions are still a little off, like her legs are too short? I'm not too sure.
Critique and comments are super welcome and appreciated!
Replies
I think her nose/nose area could use some more work, it's a bit wide. Her philtrum is a bit too deep and maybe needs to be a bit longer. Her nasolabial sulcus is also rather harsh for a girl her age, try to blend those shapes a bit better and less prominent.(but if that's not what you're going for then don't) Overall I think you're in the right direction and according to the concept she looks a bit more slender and lanky in her legs/belly.
Are you going for a realistic look or doing the concept 1 to 1?
I was going towards a more realistic approach but I might stretch her proportions to how CD project red did it in the Witcher
https://cdnb3.artstation.com/p/assets/images/images/003/320/767/large/marcin-blaszczak-ciri-hp-s1.jpg?1472408398
Because she looks very short compared to the concept
Sculpted more jewelry and accessory detail. I might stop here with the necklaces because I don't want her outfit to look any more crowded.
Still placeholder hair! made a rough block out of the feather hood. I want to start placing those some time this week.
So the focus this week is to place the feathers, refine her lower half, and detail some of the other pieces like her corset/strap stuff.
Critique is welcome and appreciated!
@PeterK Thank you!
I think I finally got a design I'm happy with for the skirt! It needs to be refined a little more so it doesn't look so soggy, which should be p easy. Then after that a little quick texture and some holes maybe and that'll be that!
The upper part of the skirt is based off this image from Pinterest: I thought it had some good layering and was pretty interesting visually.
Also changed the ribbons on her corset, and added stitches and a few more tears and wrinkles.
I'm glad to even have shown this much, since my zpr file got corrupted or ran out of memory or whatever somethingwentwrong and I thought I lost it all! Thankfully I saved all the stuff as ztools so if it really can't open I have those at least.
Critique is welcome!
Tweaked her face a little because there was something about her lips that I didn't like looking at. Put a little more work into the ears although they probably need some more love.
Made some Fibermesh eyebrows that I think came out alright. Won't be keeping the eyelashes! Those will be cards that I'll place in Maya.She has a belt now! And more feathers!! (Ugh they really started to wrack up my poly count so I went more sparse than before.
Gave her shoes some attention since I haven't really touched them since the beginning . Added stitches and elongated her toe a little more. The heel and sole will be redone in Maya most likely since I'm not used to hard surfaces in Zbrush just yet.
UGH!! I completely neglected her staff if you couldn't tell. I honestly think it makes her look like she has "too much" with feathers and netting and heels and a staff twice her height with half being bones and a giant skull with even more feathers... I might nix the spinal piece and just hook a smaller skull onto the top of this one.
Comments and Critique are most welcome!
Gosh I'm so excited to start texturing!
FINALLY made a damn staff. I made a mistake and made it without her in the project for reference, so I think it might be too big when I stand it next to her in Maya. Should be a pretty easy fix though.
In the concept the skull on the staff is..odd to say the least, so I went with a sabertooth skull because the concept had those long canines like one, and they're cool so why not. Pretty quickly done, so there are going to be some anatomical issues! If they really are bothersome to look at though I can of course make edits! I also just used the IMM I used for her hair and feathers for the feathers on the skull.
Overall I think my biggest obstacle is going to be her hair. I wanted her tri count to be around 100K, but lorde, the hair is more than 50K! And including her head dress it will def go over the limit. I might have to redo her hair, which is a bummer because I really wanted to use the braid brush I found
Comments and critiques are super welcome! I'll try and make a post with some first past texturing by the end of this week!
Do you want to conserve a clean topology for a rig in the future? Can't wait to see the textures
I don't know about a rig, but I was told it's good practice to have the tri-count on the lower end. I'm not super sure how that holds up compared to models in current games (GOW or ACO), but I'm trying to have a limit for myself, and am using the guidelines that are made for the Artstation Challenges! (I might up it anyways because I really want to keep the hair how it is, but we'll see!)
Totally meant to post this earlier, but work called.
So! Pretty much done with UV Mapping and getting the shells placed nicely. Because she has so many things though I decided to give her hair and feathers their own separate UV set, so it'll be three sets in total (One 4K for skin, eyes, and eyelashes, and two 2K for clothes, feathers, and hair). The clothing UV map was getting super crowded, and I didn't want her feathers to look lower quality.
Made a test bake as well for her skin, which came out alright. Had to move around some shells because her face shell wasn't big enough.
This is an older version of the skin, since I'm changing to her new layout after this update. I think I'm heading in the right direction in terms of the coloring under the skin and eyeshadow, but I'm hoping to improve the roughness and add more to her face like her markings and a better lip color.
Tested out how her skin might look with a different background. She looks real yellow in this one which I'm not really liking.
Partitioned her clothing in hopes that objects don't bake over one another as well.
Maybe I'll have an update a little later today with a baked normals version.