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Elio Veron - 3D anime character

Hi, I'm a beginner artist, during my third year in my game design Bachelor, I decided that I wanted to try making an anime character that looks as good as the one you can see in Gacha games likes Genshin Impact, Wuthering waves, etc...

I started designing my character, making a few iterations, working on silhouette and making a colored concept art, as well as many reasearch about how the characters are made etc... I don't have the pretentation to be able to make something as good but I will try my best.


Using Blender I started to create the body, feet, hands and head, mostly working with models from Genshin Impact to have visual data of the vertex density depending on the body part. So I tried my best to make a topology that was making sense to me, but I have no real Idea of if my topology is good or not and how I could improved it for a character that will be animated. That's why I decided to post here, I hope anyone could help me figuring out what I could improve.

model
Thanks in advance for your time and consideration. 

Replies

  • iam717
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    iam717 sublime tool
    As long as you weekly update this thread we will tune in, so far so good?
  • Eliotosaure
    Yes, thanks for asking, I have been working on the Cloth and armor parts.
    Here you can see the FBX, I'm still making a few tests on textures, but here are a few screenshots of my result so far. Mostly trying to explore what kind of patterns would fit the shapes of the cloths.

    model
    I will update textures again in a few days as well with the model for the book and the dagger.
  • Eliotosaure
    Update on some textures, colors, hairs and weapons. 

    I won't reupload the sketchfab preview since I reuploaded the model so you can see the new weapons on the above sketchfab preview.
  • Eliotosaure
    Hi, quick update on the texturing, I started working with Adobe substance painter and here is a result on the top cloth for the character. I'm quite happy of the result for a first work in unlit texturing. I would be happy to hear any feedbacks if you have. Please ignore the wiggly parts described below.
    So apparently Blender and Substance painter triangulation of quads is slightly different, to avoid those defformation you can add a triangulate modifier with those parameters. Atleast it worked for me.


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