Been working on this for a couple days. A currently unnamed female character inspired by and referenced from Jim Lee’s “Divine Right” comic and J. Scott Campbell’s “Danger Girl”.
Was having a heck of a time trying to create detailed layers of armor for my Orcs, so decided to try working on a character that typically has fewer layers…mainly, a woman. 
Came across an image of a character in a symmetrical pose, so decided it would also be a great reason to try out Image Plane X. Plus it’s just a cool image to re-create/use as inspiration (see bottom left of image for reference).
The body proportions/curves are almost perfectly aligned to the reference image. And as such, I’m surprised they translate so well in 3D. She’s purrty.
The rear end is actually based off a “naughty supergirl” sculpture I ran across…which is also what I was originally going to sculpt, until I came across this symmetrical image and thought it would be fun.
After trying to get the original hairstyle right, decided to draw from the hairstyle of one of the main characters of the Danger Girl and basically make the character my own.
The body is the same base mesh I use for my humanoid characters (or was, before it was extracted as a subtool, then re-modified in max, and so on), which were all male, up to this point, so it was modified for breasts (fun!). The head is the same base mesh as my male human, which is a progression from my Orc mesh (which was a progression from a former human head basemesh). I simply made the features more feminine and used Image Plane X with a nice symmetrical female headshot.
Having lots of fun working on this one and it’s much easier to find reference for modern day women than it is for fantasy orc characters…though, I’m really mainly using the comics as reference. 
Still lots to do (going to add the accessories in the reference photo as well as refining details), but because she has a body, she looks more finished than much of my stuff…
The head is separate from the body and I’m keeping the body as one mesh until after transposing it. It’s been subdivided a few times for the render only.
Her hands and boots were originally separate meshes, but combined using GameMaster770’s make1mesh plugin.
I rigged her hands in Max using Biped to allow for easier “grasping”, but then tweaked the results in ZB. The body pose was all done in ZB. The pose deviates slightly from the reference in that in the reference, the right foot is in front of the left leg. I mistakenly tucked the right foot behind the left leg…but I think I like it better.
The guns are purely Max at this point, except for 1 subdivision in ZB. They based off the sillouette in the reference and a little Walther P99 influence. Since they’re so mechanical, I probably won’t touch them in ZB… ideally, I’d like to simply detail everything in ZB and export displacements to Max, for texturing, rendering, etc.
[attach=61170]full_body_02x.jpg[/attach]
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