1. Try to leave at least one critique per post. It makes you a better artist if you have the ability to give constructive critiques. Just because you're working on a different concept piece, doesn't mean you can't give feedback to others.
2. Challenge yourself.
3. Your final presentation should be posed and rendered in real-time.
4. Try your best to finish on time.
5. Post your work-in-progress in this thread.
6. Specify your own triangle count and texture size. Be reasonable and stick to your budget. Some suggestions are as follows:
Mobile: 2k Triangles, 512 Maps
Mid Res: 16k Triangles, 1024 Maps
High Res: 32k Triangles, 2048 Maps
7. Similar to
#6, you may pick an art-style yourself. You are, after all, an artist too. | Realistic, Stylized, Cartoony, etc |
8. Learn as much as you can. Share what you've learned.
Replies
Cheers everyone.
Pretty much how I'm doing it. Another tip is to polypaint your panel outlines on the blockout once you have roughed out your shapes, it will help get a feel for your proportions and dimensions as you can see right away if your panels match the concept and if not, where you need to fix them up
Started from a sphere.
Edit: This is 3DS Max. I've never used Zbrush but starting to think I should...
i wanted to try my hand at this challange but i cant seem to find the place to attach my image
anyway working on the mech
im a maya kid so ill be aimming for that 16k model
@bryandsilva Hey mate, might want to adjust her proportion to match the concept. She's extremely stylized. She also has short body, and very round and short face.
Here's mine. I redid her face 3 times at least. Going to retop her head tomorrow to make things easier. Placeholders for hair, furs, eyebrows and eyelashes. Also, need bigger boobs !! And bigger, rounder head.
@PyrZern Nice start, looks a lot more realistic in proportions than the concept but if that's what you're going for then cool. Are you going to use solid geometry for the hair and fur or planes? I'm leaning towards solid for the clothing but planes for the hair.
@bryandsilva A lot of progress, but as Pyrzern said it's far from the concept's proportions. Check out how long her legs are compared to yours for example.
I started mine, a lot of distractions today but I'm getting there with the crazy face and body proportions. Still dynameshing it up trying to figure out the chest and thigh proportions. I feel like the head is mostly there, it looks weird now but I did a paintover to add eyelashes and hair and it looks a bit better.
I work really slow, so it'll probably be a few more days until I move onto the clothes and stuff.
Ok thanks for the feedback guys I will work on it and post pics later on, also did some color correction based on the art
I will do hair planes for hair, for sure. I want to make kickass hair.
I'm not sure about her fur yet, though...
Her upper body is pretty short. Her elbows seem to line up with her hips, not her waist. And her crotch seems somewhere a bit above her wrist.
With topogun 2.
@pyrzern: Did you ever find out what was going on at the top of her head? Are those really cat ears?
I pushed the body proportions as far as I really want to, tried making the chest smaller but it looked bad. Onto clothes, although I'm sure there will be some reason to change the body with fresh eyes tomorrow.
@PyrZern: Great progress. I think you're right about the breasts and head. Or maybe its more of a relative difference with the size of the waist?
@bryandsilva: It seems like the proportions are a bit off, are you using a specific reference or going for a specific style? You might try moving the belt up about one belt width.
@Atelier: I agree on the metallic ears. Those body proportions are a good match to the concept so far. I'm looking forward to seeing more.
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My progress, blender only so far:
Tilda quick blockout. She reminds me of Kefka.
Probably do a head sculpt next.
Mech quick blockout and some sub-d progress. There are several seperate objects at the moment.
Up next, making sub-d objects for each of the known missing pieces. I'm not really sure what to do with the back yet.
@DonEngland Nice blockouts, man. Your sub-d is coming along nicely.
Changed hair-placeholder. Retopo her head, and adjusted it further. I think I've got her eyes and forehead a bit too far back. And about her proportion, I made her a bit too muscular :P Will slim down her hips next.
Some good stuff here so far I am guessing with teh zbrush and all the sculpting people are aiming for a higher poly count then mine ^_^.
I am Working in blender BTW
@DonEngland I am liking your mech so far. Cant wait to see how he ends up!
@bryandsilva I think thickening her thighs slightly (very slight not chun-li style ) would round of the body shape better
@Pyrzern: Based on her profile, it looks like her chin is too far away from the neck. Also, I don't know if this is just an artistic liberty you took, but the concept doesn't show her having an exposed patch of skin on her stomach. Keep at it!
Going for a high-res Mech for this one. Under 35k Triangles with 2048 maps.
Got started with the blockout. Produce a dynamesh of the general shapes in zBrush then retopo'd over that in 3ds max. The plan is to keep going back and forth between zBrush and max, and retopo as many times as needed till I get the pieces fitting just right. This is probably the most challenging model I've approached yet!
@Abidus Hey, thanks man. I take some liberty with her costume, but exposing her belly isn't one of that. That one I got confused, lol !!
Hanging out now.
@DonEngland Good luck on doing both! I really like your body proportions on Tilda!
@liquidbear Can't wait to see the texture for that!
A little bit more progress on mine, I got annoyed with it for a while because the skirt is made a too stylised compared to the rest of the model, and ruins her curvy silhouette. I'll do the rest of it and figure out the skirt again later.
edit: Probably because I put the belt so high up..derp
Dinner break, watch some movie, then I will work more on this
@Abidus: Nice start on the model. This one is complex. Good luck with the rest
@Atelier: I think the concept arms are a bit longer than what you have so far. I like how you placed the belt relative to the upper body.
@PyrZern: Her hips seem a bit wide at the moment. Maybe the neck is slightly long? If I was rigging this I would probably add a bone for the sleeve and constrain it to upper arm rotation.
I haven't tried to sculpt her body yet, so I might be way off on feedback.
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I made some sub-d progress on the mech.
Great progress on your mech suit there. Are you going to throw this inside ZB later for finer details ?
@Atelier You might want to relax her fingers now. Before you start on her gloves or gauntlets.
Testing new hair approach. First time doing it like this. But how would it work out in lowpoly ? Like, do I bake its normal ? Or do I just delete half its faces and make texture for it and done ?
@DonEngland It's looking good, one thing is the 'thighs' seem quite long, whereas on the concept theyre quite stumpy looking. Also the part with he skull on is alot rounder on the concept, it blends more and has more curvature espcially between the top and bottom panels.
@PyrZern Nice work mate, not much to crit tbh, she's coming along well. I think you might want to keep working on the face. The concept has a cuter look which yours doesn't quite have yet. I think her nose is too defined, the concept seems to barely have a bridge. I think her hips suddenly jump out a little to much too, yours kind go outwards then downwards but the concepts are more gradually going outwards and downward if you get me.
Nice work though guys
Good idea, but what would be the best way to go about that? Transpose looks really complicated although maybe I just haven't found the right tutorial :poly127:
...its cool to see everyones take on either Tilda and the Mech, theres many different interpretations of our workflow and learning capabilities that we all have which makes the characters stand out
@JordanLeigh Thanks man. I'mma working on it now.
On Hangout atm, working on her face and hair
Not sure if i can finish this - too tired after work most of the time.
Just one thing concerning all the Tildas in this thread so far (which includes mine as well). First several hours of modeling are the most important: they set the style of whole character. If u fail to get likeness from the very beginning - it only gets worse later. Try to specify proportions of ur character, it's posture. Spineless t-pose won't do any good. Pardon my English. Good luck. )
thought i would try my skills out on the mech
aiming for that 16k tri
working in maya