Gally from "last order"


#3

Some update


#4

Here is an update with arms.
I just have to finish breast before moving to a polygonal version.

I little question for Zbrush users. Is it possible to have a better resolution than 1024 in “unified skin” ? (1024 is to low for fingers)

Thank you


#5

She is one of my favorite character.
Really looking forward to see her finish, I wonder how your going to handle the hairs (which is a part that make her very recognizable in term of style)
Just as a side not, I wonder if you haven’t push the anatomical part to far, since in the comic book, she is a cyborg and there isn’t that much of detail and she’s rarely nude :wink:
Even when she had the berserker body, it was more stylistic than realistic.
Watch out for her hips, especially in the front view, they seems to be to angular instead or a round shape in my opinion.
Keep going on.
If that can help you, here are a few 3D image I found of her over the net:



#6

Thanks for your reply Pheno.
I decide to base the character from the one in the begining of “last order”. Where she has the “Imanigos” body. This body as lot of anatomic references and she is almost naked.
She has a more mature and look less like a little girl, this is what I want her to look like.

So here is a little update, starting in Zsphere was not a good idea. So I use Zremesher to have a more clean basic shape and start working on it. (barely restart it from the beginning)

Something is wrong on the sideview but I didn’t find what… Advise are welcome.


#7

New update.
I’d like to have some advice before starting more details.
Thanks






#8

Start details

Comments are welcome.


#9

I think the skin under the arm pit seems too pinched. It might help to inflate it a tad.

The details are looking fine, I think this project would be great to experiment with zBrush panel loops!


#10

Thank you for comment. I’ll keep arm like that for the moment as I want to add mechanical details. Maybe modify it later.

Here is an update. I start reworking the head and continue arm and neck.


#11

Arms ans hands almost done :


#12

Hello

I add detail on the back, rework details on torso and some detail on legs (still need more work).

Still have some work on food.

I draw some mark on the face to see what it look like (same thing for eyebrow), it’s not final at all.

Need to draw a basic shape for hair.

Thank you to comment.


#13

Continue details on legs.


#14

Adding some details and working on the hair. Hair are just a test, I’d like to use some more realistic hair.



#15

Some modification on face


#16

Start working on texturing in mudbox. Need to work on specular level for the face. So there is a diffuse colour and a reflection mask for the moment.

I need some advise to know if i add some scratches on here to make it look more “realistic”. So the question is : add scratches or not ? (I like the clean look she has for the moment, more close to the manga)


#17

Play around with some specular on the face

Still need some advice about more “realistic” metal.

Thank for comments.


#18

I’m not familiar with the character so I can only go by the reference. Her lips are more pursed in the drawing and her face is a little thinner. Very clean lines on the body panels. Looking good.

Here I think you need to make a decision. On anime characters I’ve made in the past I would make the mistake of mixing realistic characteristics with cartoony features. In all cases they ended up looking wrong when I did that. For example you’ve got fairly realistic looking irises on a cartoon face. This is just my opinion of course but I would avoid that. The same for the metal. Nothing wrong with adding scratches but study how they actually look in manga and try to duplicate that. Now if you want to go realistic, go all the way but I’d try that on a different project.

Not saying mixing the two styles can’t be done but its tough.


#19

Thank you for advice.

I think I’m going to go your way for the eyes and change them to less realistic.
For metal I’ll keep here like that for the moment, no scratches. I’ll add them later if needed.

I’ll keep testing realistic hair.


#20

So, new eyes. Start working with Vray (first time for me), the sss need more specular.
This is the “back to max” model, normal bump, displace done.
I’ve start playing with hair but nothing to show you yet.
Thanks for comment.


#21

Hello everybody.

So, new lighting. Some test with hair rendered with vray. First time Vray and first time hair for me, so comments are welcome.


#22

Some new test with hair