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Kanga
05-25-2010, 08:16 PM
Hi!
Last one.
http://www.art-werx.com/broken/broken_col.jpg
DaddyMack and I are going toe to toe on this character. That means we will be critiquing each other pretty hard and we would appreciate you joining in.
http://www.art-werx.com/broken/main.jpg

The Character
Brokenheart is damaged goods. A nasty childhood with some wicked twists has left her bitter and dangerous. She is a Venus trap that brings sorrow to lustful males, of all persuasions. A fairly innocent face with a trained physique you can find her frequenting dark alleys and shadowy recesses where she waits.

Both DaddyMack and I intend these models to be used in game engines so the hipoly models will serve as a template for the lowpoly products.

My aim with this design was to simplify a character down to basic elements and concentrate on making those as attractive and expressive as possible. Here are some views of the 3d versions I have so far.
http://www.art-werx.com/broken/cloth01.jpg

http://www.art-werx.com/broken/nakedb01.jpg

All comments and advice welcome.
DaddyMack will post his version here shortly.

Cheers and thanks in advance.

stuh505
05-25-2010, 10:30 PM
Wow wow wow! That's some of the best anatomical modeling I've seen in a while! Nothing to criticize there! Looks way better than the reference.

The only possible criticism is that she is proportioned more like a man -- big hands, big feet. But I think that's intentional. Anyway, you might reduce her foot size just a tad due to the large boots she's already wearing.

The clothing could use some more work. In particular the shirt wrinkles between her breasts do not look right and also the rolled up cloth around the shoulders doesn't look right. It looks like this shirt was molded out of clay rather than being an actual shirt.

DaddyMack
05-25-2010, 11:12 PM
OK, nice start Kanga, bear with me while I catch up bro...

Here's a headshot, I don't think she likes you
http://www.mack3d.com/zbrush/bhhead.jpg
And here's the current cutting of the bod, she's got loads of work that still needs doing
http://www.mack3d.com/zbrush/bhsheet1.jpg

and a 3mb turntable (http://www.mack3d.com/zbrush/ZBrush Movie.mov)

Any pointers at this stage, particularly toward her anatomy greatly appreciated

Kanga
05-25-2010, 11:49 PM
The only possible criticism is that she is proportioned more like a man -- big hands, big feet. But I think that's intentional. Anyway, you might reduce her foot size just a tad due to the large boots she's already wearing.

The clothing could use some more work. In particular the shirt wrinkles between her breasts do not look right and also the rolled up cloth around the shoulders doesn't look right. It looks like this shirt was molded out of clay rather than being an actual shirt.
Thanks stuh.
Yup the hands and feet are on purpose and the shirt has to be fixed . I see the clay!

Hey Daddy you made it!
Looking good.
Neck and nose (from the front) look a bit thin. Have you gotten to the calves yet?

Cheers

imageen
05-26-2010, 01:13 AM
would like it if there's a closeup of the face too kanga.
daddymack- her nose is looking pudgy and too small,

good luck guys, I like your works

Kanga
05-26-2010, 02:03 AM
Hi Maxim.
Here she is.
http://www.art-werx.com/broken/hed01.jpg

Cheers

imageen
05-26-2010, 03:41 AM
as far as concept art goes she's spot on chris , can't find anything off really, good luck with the game

PaulAdams
05-26-2010, 10:03 AM
Why are the pictures so small?

Kanga
05-26-2010, 10:34 AM
Thanks Maxim!

PaulAdams, right click on the image and choose 'view image'. The picture will open in a whole window. You can also click on the image to further enlarge it past the size of the browser window for a better look.

CGtalk re sizes images to fit the page, but as yet there is no warning above the image to inform you this is happening.

DaddyMack
05-27-2010, 01:17 AM
Thanks for your eyes guys


Kanga.. Thanks again bro, this will be a badass series of challenges... Your version, the main thing that bugs me atm is the face, not sure if it's the sharp jawline or the slightly overstated planes but it comes off a bit more masculine than I imagine her. My version... No haven't reached her legs yet and I agree about the nose and neck... I am going for a slightly more stretched look than the sturdy beast you're building but am thinking she should have far stronger legs. Time for some ref hunting

imageen.. thanks, will hit that next

DaddyMack
05-28-2010, 05:03 AM
Hi guys, I have refined her bod structure further mostly adding a bit of meat here and there, also took your advice for the face and am happy with the direction, Thanks!

imageen
05-28-2010, 07:05 AM
her nose got a bit better just a little more tweaking, this is the best of how I can explain, kanga's nose is triangular while your nose bridge is formed like a tube with the bottom nostrils bulged out, it makes her look more of black woman than a caucasian as implied in provided concept art

Kanga
05-28-2010, 01:04 PM
Hi Daddy.
Thanks for your direction. I took loads off the jaw like you suggested and I think it looks much better. I think the face is now more fragile and even a bit younger, which is what I want. I did the tshirt again and changed the sleeve bits, these ones are in progress and should be a bit torn. Wrestling with the folds atm cause they are still rubber and superficial.
http://www.art-werx.com/broken/torso.jpg
I think your pics should be about twice the size they are now so folks can see what is going on. Also I dont know if you have a provider but with attachments people replying cant easily scroll down and see your work to help with the crit.

Wow the 45 degree view of your model has improved about a million percent.
The front and back dont have the character of the 45 degree views. That happens a lot. I am definitely no anatomy guru. As a student I need all the help I can get! For me putting a skull under my start sculpt is a huge time saver.
http://www.art-werx.com/broken/skel.jpg
Hell, never mind about the skull, put the whole damn thing in there. You can always move stuff around and scale afterward. Old medical models can be found here and there on the net.
http://www.art-werx.com/broken/hedpaint.jpg
Just some general stuff.
I find it easier not to tilt the head when starting out. Trying to make the model neutral looking as far as expression goes lets me have a bigger range of emotion afterward. Curves on the human figure dont go inwards. Even skinny models show muscles that are a series of convex shapes that go together to make what looks like a concurve. The best description I ever heard was that muscles are like a series of footballs. On women those footballs are more elongated than on males. Rebeccak here had a brilliant article on opposing curves, which I cant find. Here is an offsite link to what she is talking about. Forgive me this once for the slip.
http://conceptart.org/forums/showpost.php?p=1155970&postcount=93

The paitover is a bit sharp but they are just suggestions not exact. The skul you have is a tad squashed making it a bit simian like. The underlying skull will give you the best orientation for nose, eye and mouth in 3d. The mastoid muscle is pretty big and starts behind the ear. That muscle (all of them practically) spirals around the neck. On women it is really subtle, you almost dont see it. I rotated the head in the right, and stretched it in the left part of the image.
http://www.art-werx.com/broken/bodpaint.jpg
I would rotate the legs a bit inwards and stretch the foot out a wee bit. The legs have that inward thing going on. I would rotate the hand so the thumb is forward so it is more relaxed. The joint is breaking there.
http://www.art-werx.com/broken/bodpaint02.jpg
Hope this helps

See ya in the mix Daddy.
Cheers

DaddyMack
05-31-2010, 01:33 AM
Thanks for the heavy Crit K! I read thru it 3 times before I fully understood it. I see the direction now :beer: I will finally dig some reference now (been flying blind so far) and get more serious about details. I will also us my server instead of att for future ups, cheers.

Your girlie is looking great, the folds on the upper front of the shirt are unnatural and don't actually have any tension creating them. The 'creep up' folds along the bottom line of the shirt also aint working yet. Yhe fabric looks fairly thic and it looks as if you're treating it as if it was lightweight. Basically I think it just needs gentling up. Is it possible that her browline> upper eyelid spacing is a bit tight? Maybe it's the distance from the brow to the fringe roots, dunno but something up there is slightly off

Keep it coming bro...
More soon

DaddyMack
05-31-2010, 01:53 AM
Took a while but I found this thread which I saw last week... It's pretty relevant

http://www.zbrushcentral.com/showthread.php?t=65108&page=3&pp=15

Keep trukkin:thumbsup:

stuh505
05-31-2010, 04:49 AM
Hi Kanga,

I'm actually surprised you took her face in that direction. She had a very mature, Sarah-Connor-style bad ass look to her. Honestly, I liked it more.

Anyway, a couple minor things I noticed about the new face. First the vertical crease under the nose looks a bit too exaggerated. Also there appears to be an unnatural lump on the centerline of her brow.

Shirt wrinkles look much improved.

Keep the updates comin, looking forward to seeing this piece finished!

Kanga
05-31-2010, 11:45 PM
http://www.zbrushcentral.com/showthread.php?t=65108&page=3&pp=15

Holy crap! That's just friggin awesome. (also the whole thread).
Thanks man.

@stuh505
Yo still got the old face so will fix the stuff Daddy and you mentioned and put up a comparison to see what you guys think.

Thanks for the direction fellas.
Cheers

DaddyMack
06-21-2010, 08:47 PM
Haven't forgotten about this mate, have been swamped with client work, window opening again this week... more soon

Kanga
06-21-2010, 09:24 PM
Aw Daddy me swamped too!

Also havent forgotten either but have a character to finish before I can go back to this one. They always come in three's it seems.

Dang!

Airflow
06-22-2010, 09:40 AM
Wow, pretty cool thread.
Id love to jump in too. But by the time I have got home from work its about 10pm, I'm way to tired to even begin another project.
Good luck to you both, and keep going.

Kanga
06-23-2010, 02:44 PM
Wow, pretty cool thread.
Id love to jump in too. But by the time I have got home from work its about 10pm, I'm way to tired to even begin another project.
Good luck to you both, and keep going.
Hey airflow thanks!
Yeah that would have been cool, work always comes first though!

Cheers

mister3d
06-26-2010, 10:22 PM
To Kanga: I think you a bit overdo female characters, and she looks not very natural. I attach the overpaint to explain how I see she could be improved.
http://img203.imageshack.us/img203/2812/cloth012.jpg (http://img203.imageshack.us/i/cloth012.jpg/)


DaddyMack, I think your anatomy needs more work. Maybe practise for some more time before trying to accomplish such a character. In general she looks unnatural and even ugly.Try to gather some references and sticking to them, so the forms look more human-like. I know it's hard to practise characters, but with time it gets better.

Kanga
06-27-2010, 09:26 AM
To Kanga: I think you a bit overdo female characters, and she looks not very natural. I attach the overpaint to explain how I see she could be improved.

Alexander thanks for the overpaint! Just to check:

Smooth off the abdominal area.
Stretch the figure a little in the x-axis.

Are there things I missed, did I see the changes correctly? The figure in the paintover looks more relaxed.
I would like to thank you for all the useful and great crits you have given me over many projects.

Cheers man

mister3d
06-27-2010, 09:59 AM
Alexander thanks for the overpaint! Just to check:

Smooth off the abdominal area.
Stretch the figure a little in the x-axis.

Are there things I missed, did I see the changes correctly? The figure in the paintover looks more relaxed.
I would like to thank you for all the useful and great crits you have given me over many projects.

Cheers man
Hey Chris, I'm glad I can be useful.
The neck area, the biceps lower part, the stomach areas I would relax a bit to make her more feminine.The armpit seems to be placed a bit high, or it may be the camera placed lower gives this impression. I placed the eyes a bit wider, made the nose a bit longer and put the mouth a bit higher.
Those are quite subtle fixes I would make, in general the model looks production-ready, so you definitely look like a professional artist.
Nice smile!

stuh505
06-27-2010, 03:11 PM
Minor comment, but I don't think the smiley face should have a displacement.

Kanga
06-28-2010, 06:58 AM
Minor comment, but I don't think the smiley face should have a displacement.
Nope not minor, will do.

Alexander, will do thanks for the description. Shoes need wrinkles and there needs to be noise on the model will post corrections here.

As always thanks for the help guys!

Cheers

DaddyMack
07-29-2010, 12:04 AM
Hey Big K and crew, I finally got some time to play... here's the next level, any crit before I give her some clothes?

Kanga
07-30-2010, 09:51 PM
Hey Daddy! Looking pretty good on the phone. On holiday atm. Will check out the full version when I get home.

Cheers man!

Hooch
08-12-2010, 11:50 AM
@Kanga: Your modeling skills are excellent mate, I really like your female character.
only one thing to crit, her face looks more like a male face I guess, I do understand the fact she is
a super "Rambo-Ninja-Guerrilla combat kin of character." :)
Still, I think you can improve some features there my friend.

Cheers!

Kanga
08-12-2010, 01:36 PM
I do understand the fact she is
a super "Rambo-Ninja-Guerrilla combat kin of character." :)

Yup, that's no excuse, she is supposed to be attractive. The face is probably a bit hard here and there and some stuff needs moving around. Back to work.
http://www.art-werx.com/broken/snake.jpg
She has some part time work in the meantime. She has to go on a new blues cd cover with a title: Chasing Tail. Posing posing. Those zspheres are a snake sketch.
Thanks for the comment Hooch. Saw your finished portrait, looking good, well done!

Cheers

stuh505
08-17-2010, 02:41 AM
Hmm, all of a sudden she is naked battling a zsphere snake! This is getting interesting... :)

The shotgun is really standing out for me. It just looks so cartoony, something more befitting of Elmer Fudd...

Kanga
08-17-2010, 03:33 AM
Hi stuh

Ha ha,... yep over the top. Ok for a blues band though, I hope. The band loved it which was good. The shotgun needs toughening up for sure. This isnt the finished character, she will stay the same as the first concept. This is just a bit of part time stripping. She will be back to work shortly. Here is a bigger version of the cd cover.
http://www.art-werx.com/broken/cover.jpg

As always stuh, thanks for the observation.
Cheers

Tasp
08-18-2010, 12:15 AM
Hello Kanga and DaddyMack! I've been following your thread for a while and it's been great to watch. DaddyMack asked about critiques a while back I did a paintover of what I think needs work. I'm far from an expert, so my ideas might not be useful, but this is what seemed to be off to me.

http://lh6.ggpht.com/_ju-sOObKPdE/TGskxe_F2DI/AAAAAAAAAZg/gW-erPE6QwY/s800/o_bhsheet2.jpg

I hope this might help, and I look forward to watching this thread progress!

Kanga
08-22-2010, 09:23 AM
Tasp, thanks for the paintover man. Good observations. Keep an eye on us, we need all the help we can get!

JWRodegher
08-23-2010, 02:21 PM
Hey Kanga, is that last pose final?

I´d go for something more dynamic, she doesn´t really seem to be strugling with the snake or making any effort. Maybe I could sketch some poses or that´s a pose you made by request?

The sculpt looks great, I do have some suggestions for the daddymack sculpt, I´ll try to do some at home.

Kanga
08-23-2010, 03:26 PM
LikuidSnake
Yes the pose is not dynamic enough, she looks too relaxed by far! Will also change the gun to a knife, a big ol effed up one like croc dundee. There is a lot to do on the character and the snake. Pose is the most important though. Thanks man.

anacostef
09-18-2010, 10:37 PM
Hi guys, nice to have a competition going on. Did you set a deadline for it too? : P
Kanga, congrats on the awesome anatomy on that woman. Love the pose and expression of arms and legs, naturally flowing. Also I agree that the first style for the face (pronounced jaw) was more in tune with the "damaged goods" definition you gave for her when you started. The wider jaw works better with the firm worked muscles. If you go for the more feminine look, then wipe out some of the anatomy, as someone already suggested. But I'd say it would be a pity, she looks perfect that way, six-pack and all, determined to fight or something : D
Maybe tune down the under eye circles, that would make her face a tad less masculine, and also a bit younger.
Am no expert so I'm just saying; don't feel like you HAVE to go with what everyone's commenting, after all, you must have a defined vision in your head by now of what you want her to express. First you cut off her jaw cos she's too male-like, and next thing you know, she's a fairy with wings instead of a bad-ass girl : D maybe do another challenge next time, with target to have the most feminine look ever on a woman, I'd like to see that one too : D

will be following this thread for sure!
ana

Kanga
09-20-2010, 07:32 PM
Hi Ana!

I loved this post. You have a real gift for the narrative and your description made me laugh out loud. I am busy with the comicon comp atn but when I am finished I am going to run with your ideas.

Thanks very much for your post, it is much appreciated!
Cheers.

anacostef
09-21-2010, 08:16 AM
Hey Kanga, what can I say, I guess there's a little Homer in each of us. And I don't mean Simpson : PPP
Good luck with that stuff, I'll get busy zbrushing, following your sound advice as well!

chrismobley
09-24-2010, 05:57 AM
how difficult is it to animate a z brush model in a program like maya or is it even possible. i always wondered this because i wanted to learn zbrush but if i couldn't animate my model why bother.

Kanga
09-24-2010, 11:51 AM
Hi Christopher
i wanted to learn zbrush but if i couldn't animate my model why bother.
I started off modeling characters with splines! Later I learned to box model with polys. I used to use zbrush to detail my models but have long seen that I can do all my modeling in zbrush.

I start with a stub mesh made in max or zbrush, then I can sculpt to a high level of detail without worrying about edgeflow. If I run out of resolution I retopo the mesh and suck the new lower poly mesh over the zsculpt and keep going. Depending whether the model is for high or low poly use that new mesh with good edgefolw could have good uvs. For high poly meshes you generate displacement maps and normal or bump maps to add detail to your model while keeping the cage lower poly for ease of animation. For game models you use the high poly sculpt to extract diffuse, normal, ambient occusion maps for use on the extremely low poly cage.

I am only interested in game characters so my low poly characters go into Motion Builder for animation then back to max to export those animations to a game engine like unity 3d.

chrismobley
09-24-2010, 08:20 PM
thx for te reply some what helpful im more into tv production part not the games.

DaddyMack
11-11-2010, 12:17 AM
maybe do another challenge next time, with target to have the most feminine look ever on a woman, I'd like to see that one too : D


Ouch! I want!

Digging the new direction too K

Sorry K. and crew for my absence, been busy feeding my family, I have to run students through creating a warrior every semester so I thought I might hit the cghub warrior challenge with them. I plan to use the BH babe I made with all your help as a base for a wild woman beast riding warrior. Will post here if I can actually push it along.

Kanga
11-11-2010, 12:31 AM
Hey DUDE!
Just as guilty, eek. Been working on the comicon challenge and now there is the Dominance War V. Since I am an admin over at Game-Artist.net I have to organize the comp there and take part in it as I think all the members are a bit timid to join in ha ha, as of yet anyhow, and someo9ne has to break the ice.

We ARE gonna finish this dang dong toe to toe though, even from our wheel chairs! Nice to hear from you Daddy.

Cheerio.

stuh505
11-11-2010, 01:46 AM
I start with a stub mesh made in max or zbrush, then I can sculpt to a high level of detail without worrying about edgeflow. If I run out of resolution I retopo the mesh and suck the new lower poly mesh over the zsculpt and keep going. Depending whether the model is for high or low poly use that new mesh with good edgefolw could have good uvs. For high poly meshes you generate displacement maps and normal or bump maps to add detail to your model while keeping the cage lower poly for ease of animation. For game models you use the high poly sculpt to extract diffuse, normal, ambient occusion maps for use on the extremely low poly cage.
.

Hey Kanga, thanks for sharing your workflow. How do you feel about zspheres? Have you tried using sculptris? I think it should reduce the need for retopologizing but I don't really have time to experiment these days. What app do you retopo in? Can you explain more when/how you make the UVs? I'm always interested to learn :)

Kanga
11-11-2010, 02:47 AM
Hey Kanga, thanks for sharing your workflow. How do you feel about zspheres? Have you tried using sculptris? I think it should reduce the need for retopologizing but I don't really have time to experiment these days. What app do you retopo in? Can you explain more when/how you make the UVs? I'm always interested to learn :)
Hi stuh!
My favorite poster ha ha.
Zsheres are great. They have only one drawback, they are not symmetrical, especially if you have interpenetrating spheres. They are good for the initial mesh at the lowest sub levels, then I find I have to export with GoZ, delete half, mirror and reset xform then back to zbrush. It is pretty handy to have a symmetrical mesh because somewhere down the line you will need to turn symmetry off and then probably make some nice edits forgetting to switch back to symmetry, and you wont be able to use smart resym to get the symmetry back.

I havent tried sculptris but I caught one of my students messing with it in class, needless to say I was very pleased with him and said so loudly, experimentation is the mother of fun!

Retopologising is da bomb. It lets us throw caution to the wind and be truly free. Once you have to retopo you have the flexibility to slide verts and loops around to get a perfect fit and you can do that in quads and tris or mix how you want. There are 5 main ways atm if you include 3dcoat, and I wont use that because I might make the antichrist by accident and call the fury of hell down on myself :) . Zbrush retopo, but that is still a bit cluncky. 3dsmax freeform (expolyboost) which is good but for game characters you really need your new topo to interpenetrate the mesh to make a good AO bake and visibility is a problem plus it is quite crashy. There is also a good simple script for max that lets you grow topology along your ref mesh. Topogun is one I am trying and it is pretty darn good. Quick and fun but forget doing the inside of a mouth. With retopo you can switch between methods depending on what you are doing.

UV layout by Headus is great for uvs. The only con is that you cant edit your mesh in it. Modo is brilliant because you can do that but it is more fiddly than Headus. Modo and Headus dont like each other and break up polys for some strange reason if you export to each other.

Hope that helps stuh.
Cheers

anacostef
11-11-2010, 12:29 PM
Hi guys!
Thanks to Stuh for asking and Kanga for answering : P

I was doing retopo kinda manually, using "live object" to snap the newly created low-poly geometry to the hires mesh. Fiddly and vert by vert job.
But that TOPOGUN seems awesome, I've just checked their demo videos, niiiiiiiice!!!
Maya's NEX plugin doesn't seem too bad an option either, seen also videos on youtube; it's got slide on mesh option, and, my favourite: edge-loop insert with geometry flow, which is similar to the respective Polyboost(for 3dsMax) feature, if you're working with Max rather.

Keep up the good work, busy people! : D

Kanga
12-31-2010, 06:44 PM
anacostef you are killing us :) Funny didn't get an email note for your reply.
I tried topogun and it is pretty slick. Somehow I went back to the polyboost (or whatever it is called under the freeform tab) in max. I think it was because it was easier to hide parts of the mesh and also detach bits to concentrate on separately. Also I know where everything is ha ha.

In the spirit of finishing things off here is a refit of brokenheart. Legs are a bit longer, jaw is a bit wider. Added leather stuff to fit the new gun (no sissy one this time). If I cant get this one down to 10,000 tris I should be shot!
http://www.art-werx.com/broken/fly01.jpg
Gonna wish all you lads and lassies a great new year, off to down a couple with the tribe.

Cheerio
Chris

mister3d
01-07-2011, 05:15 PM
Her both biceps and triceps look a bit flat, just a little bit. Her hair could look more natural, now ends too abrupt. Your models look so polished now, you made a big progress. It's hard to pick something to criticize.

stuh505
01-09-2011, 05:29 AM
So, what's the new theme? It looks kind of like a porn star dressed as a female gladiator/survivalist. No offense :P

From a modeling standpoint, I think the hair locks look kind of weak. It also seems odd to me that the leather flap covering her buttocks has a crack molded into it. The leather covering her breasts also appears too conformant -- I can almost see nipples.

mister3d
01-09-2011, 08:38 AM
So, what's the new theme? It looks kind of like a porn star dressed as a female gladiator/survivalist. No offense :P

From a modeling standpoint, I think the hair locks look kind of weak. It also seems odd to me that the leather flap covering her buttocks has a crack molded into it. The leather covering her breasts also appears too conformant -- I can almost see nipples.

I agree about the nipples wouldn't be seen in leather clothes, and he hair needs more work. The rest is fine to my view. I think your comment about a pornstar is stupid and irrelevant.

stuh505
01-09-2011, 02:46 PM
I agree about the nipples wouldn't be seen in leather clothes, and he hair needs more work. The rest is fine to my view. I think your comment about a pornstar is stupid and irrelevant.

Well, I don't think it is irrelevant to discuss the impression one gets from someone's artwork on an art forum. I'm just giving my honest impressions of the piece, and when I see a girl of this build, hair style, and sexualized attire, I see a porn star dressed up in a role as opposed to someone who actually lives that role.

This may very well be the intent of the piece, but it also might not be. Either way, it may be useful information to the artist either to know that it is achieving the desired goal, or isn't.

Kanga, I hope you know that I still think I think it's a great model nonetheless :P

mister3d
01-09-2011, 03:52 PM
Well, I don't think it is irrelevant to discuss the impression one gets from someone's artwork on an art forum. I'm just giving my honest impressions of the piece, and when I see a girl of this build, hair style, and sexualized attire, I see a porn star dressed up in a role as opposed to someone who actually lives that role.

This may very well be the intent of the piece, but it also might not be. Either way, it may be useful information to the artist either to know that it is achieving the desired goal, or isn't.

Kanga, I hope you know that I still think I think it's a great model nonetheless :P
The only thing which could remind me a pornstar is relatively big breasts. The outfit is very moderate, and the body, though being attractive has no any kind of sexual exaggeration. The truth is in the eyes of the beholder, but the way you said it "so what's new here, another pornstar?" is rather impolite, especially for someone who has an erotic work in his portfolio.
Do you play videogames or saw any comics? Maybe you would know some aspects of creating female characters, and yes, sexuality is one of them, as well as masculinity for males. I think it's no way exaggerated here.

Kanga
01-09-2011, 10:08 PM
GUYS GUYS, it's ok.
Thanks chaps for the support.

Alexander thanks for the views but yeah, its another comic book thing which I love but indeed if she does look like a porn babe that's ok. If she looks like an ugly one I got problems :)

Stuh, thanks for your crits as always I appreciate them.

At the beginning of this thread I invited you all to be as rough as you want. The reason being I don't want you to think before you write, it takes too much energy. This is my and DaddyMack's thread so just come out with it. The wonders of zbrush is we can change major stuff without loosing detail. She has lots of painting to go so even at that stage I can play with breast size. What I can't miss are your comments. Some more details.
http://www.art-werx.com/broken/big01.jpg
http://www.art-werx.com/broken/big02.jpg
http://www.art-werx.com/broken/big03.jpg
The skirt thing is supposed to be some sort of leather kilt, the hair hasnt been sculpted yet but the pony tails will have springs on them so I am hoping they will waggle in game. Been playing with the unreal editor and it is serious fun.

More to come, have to prepare a demo for the students tonight so back tommorow. Oh yeah she is looking dopey because she now has teeth and I needed some geometry for the eyelids so she can blink :)

Cheers
Chris

Kanga
02-04-2011, 03:41 PM
A girl has to have a bike!
Some hard surface in zbrush.
http://www.art-werx.com/broken/bike.jpg
Cheers :)

Kanga
02-19-2011, 10:35 AM
A bit of texture blocking in.
I got a lot of flack about the face being too masculine so I changed it into something I hope is more commercial.
For a bigger version you can right click over the image and choose 'view image'.
http://www.art-werx.com/broken/broken_col.jpg
Tat is top saturation, still busy with it.

Cheers

mister3d
02-24-2011, 12:27 AM
I think it's great, I love the color scheme you made. I think the heart at her skirt steals attention being overly red. Also it seems the folds over the bust are too small, or there's too much of them, it looks like the cloth is wet. Her back muscles in the waist area maybe could be a bit more gentle, either just smaller or closer together. Her face lost some personality for some reason, I'm not sure why. I would at least add those folds under the eyes. Not necessarily baggy, just the lines for some drama. I usually don't like tatoos like this, but I think it has a good color scheme and works.
Be careful with colored backgrounds until you finish the the model, as it may affect color perception.

DaddyMack
03-16-2011, 11:14 PM
PWNED BY KANGA! Love your work bro

Kanga
03-17-2011, 08:41 PM
Thanks Alexander! Thanks for the directions.

Thanks Daddy :)

Cheers guys, trying to finish her off.

Kanga
12-14-2011, 10:50 AM
yo the kids files!

zokana
12-15-2011, 09:08 AM
yo the kids files!
Now, what does this mean, Kanga?! I’ve followed this thread always with great interest! The girl’s body is absolutely superb, especially her thighs i love! Her hair and partially the outfit don’t seem to be as elaborated as the body, but the more worth to keep working on it! Hope really that it isn’t definitely put aside... (what a luxury to declass such work!)

(btw: i could see her also styled as the ultimate sexy hiker girl!)

Kanga
12-15-2011, 11:34 AM
Hi zokna my favorite partner in crime :)

Yes I tried to upload some files from class I had just given because I forgot my zip drive and I had to include a message of longer than 10 words. Didnt work though as I was in a rush :(

Thanks very much for the comments and it is a very good lesson in not leaving a character too long. I am still trying to finish off birdboy and no longer believe in the costume design of this one although it is primarily about the figure, it is always about the base figure :) I will put her in a different package!

Thanks again.
Cheers

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