Starting this so I can keep myself accountable. I want to get better at 3D modeling and I need an external force to keep me going.
Nothing spectacular, but it's something. The first modeling exercise: https://skfb.ly/68ExD
Okay, good chunk of experimentation in this iteration, figuring out how best to incorporate embroidery-like elements. Pretty okay attempt. I'm sure there's a better method out there, but I'm experimenting pretty hard with splines right now.
Goal is to wrap up the rest of the jewelry and figure out how to form the hair.
It's fun testing the limits of the Curve modifier. Kind of bummed that you can't just stack those modifiers, or maybe you can and I just haven't found the right combo yet. If one were to see how my circlet is made, it's probably not the best way to do it lol. But that's what experimentation is all about.
Okay! Here's what I've been working on while being radio silent: an armor set for my DND 5e character, Bene! You can read more about it here: https://cgcookie.com/u/silentheart00/projects/eilistraee-s-warrior-armor
This was optimized for games and the renders are directly from Unreal Engine 4. A fun project to bring something I had in my mind for a long time and to actually see it fully realized is such a great feeling.
On to the next project!
Hi everyone, I know I've been quiet because man, I've been busy. But I (finally!) made a completed full body character, my DND character Bene when she attended a funeral. Around 75k triangles, not rigged, but that's the eventual goal. Can't wait to stick her in her armor!
I learned so much going through this process, but there's definitely room for refining and improvement.
Hey everyone, been a while. Lots happening, so trying to do something small before going back to big projects.
Making a Korean jewelry box for my new DND character. I'm pulling a lot of inspiration from Korean culture, doing my best to research and respect such a new thing for me. Hoping to have everything done by the end of this month.
Heyo everyone! Think I finally have time to post regularly again (famous last words). Anywho, I'm working on another DND character named Chrysosandalaimopotichthonia or Sandal for short. She comes from a culture that is very used to necromancy and blood magic, working as a priestess-like Speaker for the Dead sort of thing. There are some placeholder elements here, but a lot of the design is centered around skeletons/bones as well as flowers, gemstones, and animals that represent death.
Here's a rough concept:
And my sculpt so far.
Any critiques are welcome. I realize now the legs/feet are perhaps a little weirdly angled, so I can adjust that going forward.
Hello! Added more things to the headdress, just flowers for now, but will add in the crystals, too. Just trying to figure out the best way to add the crystals for now between Zbrush's tools and Blender's tools. Tried a couple things in Zbrush, wasn't happy with the results. Gunna have a think.
Alright, redid the flower arrangement on the headdress with more flowers.
Also, added some more details to the overall outfit.
I'm trying to figure out how to add the more flowy parts of the outfit. My goal is to have a rectangular unwrap with minimal warping of the mesh as I also am going to explore the cloth simulation in Unreal. I tried several ways, a couple with splines, and it just makes the mesh super funky and bent in ways I don't want bent.
Refined a few more things. Need to add the lacing on the top and boots, add the stiletto nails, and figure out the clothing. Oh, and the hair lol.
Okay, experimenting with hair card workflow. I do like the ponytail coming together, not quite sure how I feel about the pulled up hair texture. Could probably do it better. I'm not sure how worried about it I should be with the headdress covering most of the roots, but there is the front portion that's a concern. I'll give it a think.
Feedback is appreciated.
Also probably not a good idea to add hair right now as I haven't retopologized the body yet. But! Experimentation is important.
Alright, finished the hair! Pretty happy about it this time around. Much better attempt.
And with everything else.
Now, to get the belt, skirt, and flowy cloth bits.
So, I realized the sleeves are blocking all the detail as I planned for the sleeves to be opaque, so I may scrap those. But! I learned a way to create cloth in Zbrush, so not completely lost lol
Almost there. Darn skirt is giving me trouble. I just can't seem to find a method that works and a shape that looks nice. More thinking to be done.
Finally figured out the skirt situation and adjusted the feet. Alright, I am done with modeling. Now to retopologize and texture!
So, I splurged on Retopoflow after eyeing it for a few years, and wow, this makes things so much easier! Thank you guys for creating this!
Phew, been a while. I hope everyone had a nice break!
Still working on retopology. Really enjoying Retopoflow. It helps a lot!
I believe it's just this slip thing and the skirt left to retopologize. Almost there.
Alright! Finished retopologizing Sandal (minus the teeth about mouth bag because I completely forgot those are things I need to add, heh.) Also pretty sure I can take out some polys from the skirt, but I'm a bit tuckered out from today.
It took me so long to figure out a retopology workflow for the skirt because doing all of that by hand was rough. Zbrush was giving me funky results, mostly the edge flow would become super wonky and just caused more problems than results. I probably spent the most time on this section, maybe redoing it 4 times-ish? I lost count lol. But, through trial and error and a good chunk of research, I found a solution that was way easier than anything I've tried before! And gave good results! Phew, it was a long road, but success!