Hi Guys, I wanted to share with you my personal take on a visual upgrade for one of my favorite league of legends champs, Evelynn. She definately needs one and I wanted to take a stab at it. I am finished working on it but still welcome crits or feedback. Thank you!
I'm really glad I noticed this challenge today. I've been working myself back into doing something 3D, and this challenge will definately help. I plan on doing a wide variety of objects for a space-age war factory or station. To begin with just some small props to get myself back into the swing of things
Congrats to polycounts newest employed member. He has asked me to keep his new employer anonymous, but they are big, and I am definately jealous of the project he is on. So speculate how you will, but lets all join in a big black and green congratulations. Your hard work paid off man.
Created this for sculpting practice but mostly for the purpose of having a fairly generic female to build other characters from. I still need to rebuild the topology, and that version won't be as defined as this one, but will keep most of the basic shapes. I mostly was striving for an ideal female that wasn't too extreme…
Has zbrush a option or brush with a united heigth? In Mudbox without "update" of the surface the start define the brush heigth and i can flatten valleys and mountains to one united heigth. *edit* Planar brus makes the job and it looks like it can seperate between only valleys and mountains.
For reference try Daz3D. Its free to download and use. Its useful to have on a monitor next to your workspace. You can even load a dev model that has no body textures to help with defining the form. Daz3D is a terrific way to start.
The hardsurface/clothes are excellent, very well done! A few pieces of feedback - Face feels a bit blobby and not as defined as it could be. Is that part still WIP? - Back of the cape has some obvious symmetry/butterflying, can you break that up at all?
Thanks carvuliera so much for your continued help~~ I screengrabbed your paintover and worked the sculpt more. It feels better for sure. I'm gonna start tidying up the sculpt now, work on defining the muscles you highlighted too.
This video was really helpful for me, and kind of cleared up any misconceptions i had about dynamesh and ZRemesher. Really helps set the workflow out in pre-defined steps https://www.youtube.com/watch?v=n8t-SV8rU8o&t=2s
Hey :) could you please post your highpoly mesh. Your Mesh in Marmoset looks like there is no normalmap at all. To get your mesh looking correct you would need a specular map to define the highlights of the different parts of the geometry.