10-26-2019, 12:15 AM
@bluehabit Thanks I worked on the face a bit more and ended up with a in between the 2 versions softening up the transitions as you said. The line sketch I wanted to be as easy to read as possible to save time in the painting part but when I started I realized that the sketch was all wrong. I made it look like a "good sketch" but it was all fake, like I made an illustration of a sketch not a sketch to work from. For my next image I'll do the same thing but have it not just look good but be good :D
working on a sculpt of Dizzy from Guilty Gear, mostly laying in everything I need and modeling little details. I hid the hands because they are only tubes and spheres at this point. I kind of started from the feet working my way up after I made the initial lay in of everything just to get used to 3D again. Still early-ish stages where I'm moving everything around to get the proportions that I want but it's getting there. I wish I could use some sub surface scattering but I can't figure out where to plug it in to my shader and not have it brake everything.
my main reference:
currently I'm working on the hair and after that I'll model the character behind her. The face is a huge problem like always mostly because "anime" doesn't really translate in to 3D and going for a more realistic approach makes more sense but is really hard to pull of. I can't really make a shader that's appropriate and vertex normal editing is a bit too much for me, I'll figure it out as I go. Also it would be cool if I can 3D print this but I'll have to change the pose a bit to make sure the figure doesn't brake and it would have to be a really big sculpt to get all the details right because my friend that would print it has a really old 3D printer. I have to finish it first and not have it look terrible tho
working on a sculpt of Dizzy from Guilty Gear, mostly laying in everything I need and modeling little details. I hid the hands because they are only tubes and spheres at this point. I kind of started from the feet working my way up after I made the initial lay in of everything just to get used to 3D again. Still early-ish stages where I'm moving everything around to get the proportions that I want but it's getting there. I wish I could use some sub surface scattering but I can't figure out where to plug it in to my shader and not have it brake everything.
my main reference:
currently I'm working on the hair and after that I'll model the character behind her. The face is a huge problem like always mostly because "anime" doesn't really translate in to 3D and going for a more realistic approach makes more sense but is really hard to pull of. I can't really make a shader that's appropriate and vertex normal editing is a bit too much for me, I'll figure it out as I go. Also it would be cool if I can 3D print this but I'll have to change the pose a bit to make sure the figure doesn't brake and it would have to be a really big sculpt to get all the details right because my friend that would print it has a really old 3D printer. I have to finish it first and not have it look terrible tho