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Old 02-01-2014, 07:49 PM   #61
nfd77
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The model is pretty much done. I just want to add draw strings to the hoodie. I kinda like the flat colors for the texture too so I might just keep that as is.

Next up is material and rigging world.


 
Old 02-03-2014, 02:12 AM   #62
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My normals are rendering backwards. Does anyone know how to reverse normals without having to edit the maps (maya/vray)?

I decided I'm going to texture her too. The flat colors are a little boring. I have a ton of more work to do with the rig. I've been making big changes to my rigs in the past month so there is a fair amount of instability lol...

 
Old 02-08-2014, 07:52 PM   #63
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New character in my free time! This is my first fan art. I have been a big fan of Ragnarok Online for some time so I decided to make a character loosely based off the assassin cross. If it goes well I'll do champ or lord knight next.

Just some poly modeling.
 
Old 02-09-2014, 09:41 PM   #64
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You can reference Disney character for the cartoony look. I used to do that alot. Make some design sketches, helps a lot.

Anyway, I think the neck of the cartoony girl is too thick. Thin neck is one of the figure of Disney style cartoon (like Frozen). I think the bone structure below her eyes are a bit too harsh also, for a cartoon character.

Also, hands seems too small. For cartoon character, the hands & feet tends to be larger than normal. Its to balance the normally slightly larger proportion head.

Hope these comments helps. Also, maybe a good idea is to have a cartoon reference for the character, for proportion.
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Old 02-11-2014, 10:29 PM   #65
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Yeah :P I just kind of started from my base mesh and exaggerated certain areas. I think for my next stylized character I'll do a bit more research and gather some inspiration. My main worry is the shape of the eyes, which I feel is one of the most important aspects of a stylized female.

More poly modeling. Don't mind the messy quads on the clothing. I'll do all the creases in zBrush. I was just messing around.

 
Old 02-18-2014, 02:33 PM   #66
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Here are some character rigs if anyone is interested:
StylizedFemale1
Seeker

Also, maybe somebody will recognize this lady. I got bored from the assassin character so I did some head sculpting practice I just projected the texture on the front real quick to help me visualize the likeliness.

 
Old 02-19-2014, 06:27 PM   #67
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Got assassin guy in zBrush and sculpted a head. I'll add a few more accessories and give him hair. Then it's time to sculpt the rest

 
Old 02-27-2014, 03:21 AM   #68
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UVs are a little messed up, that's why the texture looks messy. It's nice working with poly paint because I can fix UV stuff on the fly and just export a new map.

17k tri. A little high but not bad. I might add hair geo too.


 
Old 03-03-2014, 07:12 PM   #69
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Oh no! More pirates. I'm trying to get better at cloth. Arms and pants need a lot more detail.

 
Old 03-04-2014, 04:45 AM   #70
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One more for today. I would like to do some more painting on the boots. After that I'll do a final detail pass.

 
Old 03-04-2014, 08:53 PM   #71
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I think the pants leg sits a little awkwardly above the boot.

I'm far from an expert of fabric sculpting, but I would imagine that it would bunch up, rather than flatten out.

http://casiberia.com/img/prod/gb3736_1.jpg
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Old 03-07-2014, 05:48 PM   #72
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Quote:
Originally Posted by AJ1
I think the pants leg sits a little awkwardly above the boot.

I'm far from an expert of fabric sculpting, but I would imagine that it would bunch up, rather than flatten out.

http://casiberia.com/img/prod/gb3736_1.jpg


You're totally right. I took a stab at using MarvelousDDesigner, however my lack of experience with the program shows I'll touch it up when I get back from skiing.

Thanks for the comments, it really helps!
 
Old 03-10-2014, 02:04 AM   #73
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Sculpting a male base mesh to help speed up character creation. I started with the hands because that's the part I struggle with the most!

 
Old 03-10-2014, 05:38 PM   #74
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Quote:
Originally Posted by nfd77
I started with the hands because that's the part I struggle with the most!
You and me both. I'd say that's a good base.

Check the creases at the base of the fingers on the inside, I think they are too deep. The thumb looks too bent for a rest position.

Might be good to post a side view. The shapes look good from the top.
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Old 03-10-2014, 11:51 PM   #75
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Some more angles:



I changed the thumb up a little. You were right, it was too bent. Smoothed some things out too. Thanks for the comments!

Moving on to the arm for now.
 
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