1. #1
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    Default Girl WIP

    This is my first 'proper' zbrush sculpt completely from a simple (single) basemesh.
    How do I go about making this low-poly for a game?

    Retopo to low-poly -> unwrap low-poly -> export to xnormals with highres and bake?

    Any advice on how to make it stronger and work out potential normal problems would be greatly appreciated.


    Untitled-1.jpg

  2. #2
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    Woo! go redditor go! really good for your first 'proper' sculpt, not sure what that means, but whatever. I really like the sculpt though! keep it up, good work!

  3. #3
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    Scrapped the pants, since I'm going for a more fashion SCI-FI feel. The leggings will be a bit more mechanical, you can see a bit of that in this WIP image.

    Critiques on style or anatomy greatly appreciated - thanks to anyone who can help.

    Untitled-1.jpg

  4. #4
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    one crit is the hands look too big, great start though

  5. #5
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    Alright, I think I've finalized apparel, now on to details. A sci-fi hipster. Crits and ideas still appreciated.

    Untitled-1.jpg

  6. #6
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    WIP polypaint, start low-poly next. Untitled-1.jpg

  7. #7
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    Just a doodle on the basemesh, will probably branch off and do a hard/organic mix sculpt for my own education. Trying to think of ways to make it "fresh", or more interesting. Have a couple of ideas.

    As always, crits and comments welcome. It's hard to get any feedback in this place, although that's understandable with the level of talent here (and my lack of it).


    4.JPG

  8. #8
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    Another hour with the suit. I'm modeling it based on a loose, loose, loose interpretation of an old video-game character from Xenogears, and I think the final pose will be her and the inside of the ****pit <---- since it edited that out, the word is c0ckpit.

    I'm just roughing out the overall, then I'll retopo for better lines and start adding detail.

    Still working on re-topoing the character from several posts above. I'll update my progress soon.

    dsfa.jpg

  9. #9
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    Good work!

  10. #10
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    Testing colors to make sure the suit is divided properly before I start detailing. I retopo'ed the neck piece as a test to see how smooth things go and although I don't like what I have as far as the way the suit flows there, I still enjoyed the ease and freedom of the process.

    Crits and comments still greatly appreciated, bordering on begging.



    1.JPG

  11. #11
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    @Eof3D - thanks, although I've seen enough of your work to know what's good, and why mine isn't. You're a real inspiration the way you manipulate the medium. All I can say is thanks for looking in and wasting even a bit of your talented time on me.

  12. #12
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    Decimated to maya for a test occ render. Kind of like it now. As always, crits and comments welcome.

    TRY2.jpg

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    Hey Slowpid,

    Some interesting work here, I think that its got real potential.
    I think uv done a really good job on her body shape, its nice and natural.
    The hands are maybe a little big, but then that might be a style choice.

    Good work mate, Keep it up

  14. #14
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    Challenged myself to a one-evening anatomy model, also wanted to see if my 2006 macbook was up to doing smaller models - it fared alright, the 1024X756 screen size was what turned out to be the challenge. Anyways, I know its not perfect, but I'd love some anatomy/general crits to help make it better. I know his mitts are big, but feel free to berate me with that aswell.

    Thanks,
    Me.

    man1.jpg

  15. #15

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    I like it.
    Make the head a little wider at the top. theres a plane just below the bottom lip thats missing.
    Ears hands and feet need some love
    Theres a slight upwards plane on the rib cage leading down into the abs.
    Get the extensors of the wrist coming from slightly higher up the humerus. Wrists are a tad short too
    bridge of the nose, it should indent a little about level with the eyes.
    Hope that helps
    keep it up

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