Red Riding Hood


#1

I’ve been working on this red riding hood model for awhile. Since I couldn’t find concept art which I really liked, I conceptualized the entire model myself. It’s Red Riding Hood if she were a were-wolf huntress.

Here’s a full body shot of Riding Hood:

Here are close ups of her face. Those polygons around her eyes are where her eyelashes will be once texture. I’m modeling her face after Mila Jovovich, so keep that in mind:

Here are close-ups of her boots:

Riding Hood is going to wield a sword and here it is:

Riding Hood is also going to wield a flintlock pistol. I included a wolf head at the tip of the pistol modeled after her nemesis, the Big Bad Wolf. I’d definitely like to hear your opinions on this concept:

If you guys have any suggestions on how I can improve this model, let me know.


#2

It’s been awhile, but I’ve finally worked on this model a bit more. I was busy with another project (perhaps I’ll post it in the future). Anyway, I’ve decided to choose Lauren Cohan from The Walking Dead as my reference since I wanted a more realistic look for the project.

Reference images:

Textured head without hair:

Head without color or hair:

Head with hair planes and wireframe:

I’ve also worked a bit on the skirt as I was not satisfied with it. I have a straight front, side, and back view of the model:

Please give any feedback if you see any areas in where can improve my model. I’m also curious about how to make in-game textured hair. I’ve searched some helpful articles on the web, but it’s difficult to follow along without a video guide. Do any of you know of some good step by step video tutorials on how to make in-game hair? I can’t seem find anything on Youtube. I also own Substance Painter and I’m wondering if it’s better to paint strands of hair in that program, or if I should use the fibermesh tool in Zbrush to create realistic strands of hair. I’m not familiar with this process and any advice would help. Thanks!


#3

Very nice start but I think you can improve your side view. Also the shoulders

I hope that can help you achive your goal


#4

Thanks for that sideview. I was actually having the most difficult time finding a reference for that.


#5

Sometime you just need to search on imdb for a movie she play a character in it and that you own in DVD/Bluray format. Then you rewatch it and screen grab some pictures from it.

In my case: Supernatural season 3


#6

I’ve tweaked the face a bit more and finished the texturing process. Now I just want your feedback as to what I can do to improve this model before I pose this model whether that be the texturing, rendering, or the mesh itself. Thank you!

Here is the mesh rendered in Toolbag:

I’ve also rendered some images using Substance Painter’s I-ray:

Once again if you have any feedback to share, please do so. Thank you!


#7

I’ve made some several tweaks to this model. For the face, I separated the head mesh from the rest of the body and placed the texture on a 2k map. This change allowed more detail to be baked. I was also not too happy with the eyes so I altered the eyes a bit. I added a cornea and modified the color. For the eye, I downloaded the eye material made by Ken Jiang from share.allegorithmic.com. The eye color is more green than my reference, actress Lauren Cohan, but I prefer this. The hair gave me a headache. Too much trial and error on this one. The biggest problem I had was creating a normal map from the hair texture I’ve already made. Thanks to CrazyBump though, I was able to convert the hair’s gloss map into a normal map. Here is what I have for the head as of right now:

I’ve made some adjustments to the boots as well. Before, the boots had no wrinkles. Afterwards, I realized I was not too happy about this. I then decided remodel the mesh and add light wrinkles. Here are the boots:

Finally, I textured the sword and flintlock pistol:

If I could get any feedback that’d be great whether that be the form, the textures, whatever.


#8

The pistol and sword textures are off imho.

The pistols metal is okishhhhhh, but the polished wood looks like plastic. Even if it is polished it should have reflection glossiness or roughness as its called. Now it looks almost as one uniform value for all pistol.

As for sword, not sure how to feel about full metal swords, but the part that worries me is that the blade looks like a bludgeon rather than blade. In you sculpt i see that its a proper blade, but textured it gives off round and thick impression. I’ll admit I don’t know what causes it, but I’d rework that texture.
Also it looks like the blade itself is very rough, while pommel is shiny and polished, was that intended as i think it should be the other way around.

And last thing about blade, how is it supposed to be sheathed? The wides part of the sheath is smaller than the widest part of blade.

Anyways gl with your project.


#9

Made some major and minor tweaks in this update. For the head, the biggest change was the hair. I was not too happy with the previous hairstyle I had. The hair did not flow naturally. As for the changes, I added more strips of polygons since this allowed for more flexibility and control. I made some minor tweaks as well. I decided to paint on the eyebrows onto the skin texture to save on polygon counts. The nose seemed a bit too big, so I scaled the nose slightly. Other changes include pulling the mouth more forward, softening the philtrum, adding more eye-shadow, and changing the eyelashes so that they are on a low-poly plane instead of the eyelashes being individual polygons.

For the sword, I decided to alter the blade. I didn’t do anything too crazy, but changed the shape so that the blade could actually fit in sheath. I also re-worked the sheath as well.


#10

Blade looks alot better now.


#11

That’s good to hear!


#12

You should improve your light setup… Too much white burn for me.


#13

I finally posed this model. Please tell me what you guys think!