Well, her game mesh is completed! I'm still trying to get the hang of retopology and UVing. For all my practice with it, I just can't seem to get it just perfect like I want it. Either way, I have deadlines to meet, so I might have to just go back and tweak her after class is over. Until then, this is what I've got so far! I got loosely started on her materials as well, but they are very, very rough. Right off the bat, I can tell that pretty much everything is too shiny except for the metal bits. I'll keep tweaking and post updates as I go! I'm going to attempt doing a combination of hand painted textures and PBR. Wish me luck!
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There are some things I'd like to go back and tweak on this, but this is as far as I'm taking this particular sculpt this month. I need to get working on doing her retopology and UVs for turn-in on Friday. I'm considering not having any thickness on the skirts for ease of dynamics and animation, not to mention that it'd cut way down on my total poly count!
*Also, on a side note. Weebly displays these images pretty small, even though they're of a decent size and resolution. If you want to see a bigger version of it, open the image in a new window or tab, and it should be a larger, higher quality version. Decided to post this after I got my first critique! It's so much easier to post updates when they're required for class. Anyway, my critique went rather well! There were just a few adjustments they'd like me to make, and one of them is to see the anatomy without the jacket on next time. Otherwise, they talked about including more haircards, and also pinching them in a bit more under the hat so it looks like it has more tension. They also told me to consider my game res a bit more now that I'm this far along, mostly in the necklace. I need to start considering how many sides they should be, whether or not I want geo for the string, etcetera.
They also said I need to flatten the bottom of her heels (both the sole and the point.) They didn't talk much about the jacket, which I'm surprised at, but they did mention that I need to put more folds in the back of the jacket, and then to add some more variety to the folds of the dress. I agree with all of these, and I'm eager to refine her and add more minute details! Next week is all about UVs and retopo work. I've rushed these in the past, but this time, I have an entire week, so I definitely plan to take it nice and slow. Hopefully she'll come out looking nice. I'll post an update of the sculpt with some detail shots just as soon as I finish it completely. Progress so far on my model for my first month of finals. I have until Friday to get the high resolution sculpt finished, so I'll have that ready to post then. These are the same hair cards from last time I visited Ishiko, but everything else is brand new. I had to start the model over, and thus pretty much everything else. The dress has been the trickiest part so far. I had to model the folds out separate in Maya before bringing them into Zbrush to edit. Let me know if you guys see anything glaring that needs to be fixed!
For my assignment this month, I've been given a reskinning of Overwatch's Widowmaker. My professor chose the character, and I was told to find an outfit design on the internet I liked to sculpt on her. I ended up choosing this pop-inspired science fiction suit that may or not fit her personality, but I think it suits her design visually. The shoes, however, are my own design, and obviously she as a character belongs to Blizzard. Here's a work in progress shot of her sculpt so far. I still have a lot of work to do in her suit and her coat, but she's getting there. I hope to have her fully sculpted by next Monday, and retopoed by the middle of the next week so that I have plenty of time to get her textured. I'll be using PBR for the first time, so wish me luck!
Here's a link to the artist who designed her outfit! http://adriandadich.deviantart.com The anatomy sculpt I did for my blockout. I have started on the clothes already, but I wanted to put up a render of the anatomy sculpt before I went further on this. This guy has been a real challenge because of his odd proportions.
For my GPD class we have to do work in progress sheets for everything we do or make before we turn it in, so I decided to go the extra step and do some renders for practice purposes. This is my first time doing rendering in Zbrush, and it's been a while since I've done rendering in any software, so it took a bit to get back into the flow of things, but I think it was worth it! A little extra polish really goes a long way in presentation, especially with the busts. I followed a tutorial and got better as I went along as well, and hope to keep doing so in the future. Tutorials UsedI found this little character concept by Meg Park on Tumblr and decided to use it as reference for a some stylized sculpting practice. I've never done anything quite like this before, and while I think I could use a lot of improvement, I learned a lot in this sculpt. The face was the hardest part, mostly because of her adorably strange proportions. This sculpt sketch was a about an hour and a half worth of work. Next time I think I'll try just a stylized head. Original Sketch by Meg ParkSculptSame as the last one, only with Evan Peters this time. This time I did remember to time myself, though, so this one is only about an hour and fifteen minutes. Because of that, I didn't get as far. I had a lot of trouble with the subtle shapes on his face, but I feel like I learned a lot about not being afraid of my sculpt this time around. Chops, my teacher for GPD, told me that it's sometimes good to just carve into a sculpt and really dig into it, even if the shapes are subtle, because you can always go to a lower subdivision and soften it up later. There was a lot of back and forth with this one, and I'm not as happy with it as I was with Jessica Lange, but I still like it.
Technically this bust was only supposed to be an hour, but I forgot to time myself for the second half and it wound up being about two hours instead. Whoops! Either way, it was really good practice, and I'll be doing more in the future. This one is of the actress Jessica Lange, and while I think I got close to her likeness, it could still use some work. Eyes and the shapes between the bottom of the nose to the top of the chin are still my weak points. I just can't wrap my head around the shapes of the mouth and how it fits in the skull. I think I'll do some sketches and skull practices for better understanding later.
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