Anatomy is always mandatory for both 2D and 3D, when dealing with character art. Simple as that. No matter what the character is going to wear design-wise, there's always the underlying structure of anatomy under clothes. Especially with 3D art you can't cheat with bad anatomy, with the mindset "I'll just sculpt mediocre…
Your post has been here for a bit and it hasn't got any response. There are things that can assist you. The wiki has everything you need, and a whole lot more: wiki. I put some stuff below that might help. 1/ Anatomy: That is really the first thing with figures. A good practice is to start your model naked so you can…
Hello everyone, I am wondering what is the best workflow for character modeling using Marvelous Designer with ZBrush and Maya ? There are many sub-questions I have related to this question : * For the final character model, should I use thin or thick clothes ? * When do I apply thickness ? Marvelous Designer gives you to…
I know a few people who've gone as far as buying extensive amounts of reference material, including patternmaking books and pieces of clothing that they could split apart at the seams to take measurements, but I found that to be pretty unnecessary. The internet has a wealth of free information on what common clothing…
Nice video,learnt something there. Okay,thought through this carefully.Maybe what I should be doing is what I can do with an app rather than which app can help me achieve this easier.But easier means faster and less stressful. I would say I blame Autodesk for all these crap.They are fond of creating apps with a good…
This character was created as a personal test and training project.
The main goal was to practice and improve my skills in character modeling, focusing on anatomy, proportions, clothing details, and overall silhouette. This is not a final production asset, but part of my continuous learning process. Any feedback or…
Market Stalls Recently created some market stalls for Three Winds Games medieval strategy game. For the wooden frame I sourced a CCO wood texture which I tweaked in PS before creating Roughness, AO and Normals from it in B2M. The carts seen in the seen also use the same wood material. For the stall cloth I first simulated…
Looking great Chris :) thought I would annoy you with some cloth stuff hehe Basically I think its a bit too busy and looks like you have jumped up subdivisions possibly a tad too quickly. Ive attached a paintover of a few things I like to do that may help you and an explaination below, take with a pinch of salt though :)…
CHARACTER DESIGN FINAL LOOK Final TRAD cartoon render look with hairstyle and cloths. The cloths and hairs are dynamic. The Iclone 6 cartoon shader is also wonderful . HAIRS>>> The hair mesh are created and rigged inside blender then animated with spring effect inside Iclone 6. The hair mesh is using iclone's displacement…
I think its more about women conforming to a standard of beauty which might be what leads to a lack of variation in popular media. Female clothing also tends to be more fitting and highlighting curvature, even if there isn't much curvature (like Kay Vess) so the anatomical variations if any do stand out and there is more…