WIP: Character Production - The Temptress Hey guys. Completely new to Polycount so here goes, I'm currently a student in my final year studying Games Art. I am currently working on a module called 'Character production for Games' which involves researching into a particular culture and developing a character for a game…
Looking great, I like the detail you've packed into the hair. Crits: - Her upper lip hangs too far over the lower lip toward the corners of the mouth. - The clothing needs to hang like clothing. Right now it looks like you painted the edges of the clothing but didn't take into account how cloth hangs and stretches. - The…
I don't think it's your anatomy, per se, but the proportions of said anatomy and a lack of a solid anatomically correct understructure for the clothes to realistically drape over. In other words, the folds in the clothes look 'wrong' and add confusion to the anatomy. Forearms seem short/small in relation to the upper arm.…
Thank you so much for the feedback! Especially on the clothing and armor. I was looking into what to do with them, since I also felt that they aren't very cohesive with the body when it comes to quality. For my portfolio overall, I'm now focusing on hair creation, so I will take up changes to the clothing and armor after.…
Progress on the door. I also added some red curtains and a bit of a twin peaks vibe on the floor.. A tribute to David Lynch you could say. The cloth simulation was done in Marvelous Designer, adjusted and refined in Maya. And simulated again in Marvelous.
Hi One thing I'd love to learn is how exactly to make a Fuzz map for clothing. I did a Google search, but nothing useful has come up. It looks to be something useful to include to help make my clothing look more like clothing. To include some, well, fuzz lol. What is the best workflow for this? Is it just a case of adding…
For all the models I used Substance Painter as the main software of texturing. Zbrush was also helpful especially for the punching bag, clothes and bed. I made the punching bag in 3ds Max and I imported the high poly model to Zbrush to add some more detail. After that I imported the low and high poly models into Substance…
I really strongly disagree with this. I understand that we are part of a production line but there is so much artistry that goes on during the 3d development stage, I actually cant believe you wrote that as a character artist. When you work from a concept you make it your own, be it your style or through design resolutions…
Okay, for starters, the bunching on the guy's / knight's clothes look wrong. It's admirable that you're attempting to put more texture and variation into the clothes. That's all well and good, and I don't want to dissuade you from such practices. But you need to re-think how you're going about it. Creases and folds in…
Hi Elie, We needs to see screenshots or videos to help. If you are just gettings started with skinning. My general advice is to make everything rigid (1.0 in the component editor). Then do a second pass and only blend weights where needed. If you are talking about body exiting the clothes when the character moves around,…