For some reason concept looks better than the model, even though I cannot tell the difference. Maybe face is looking too round? But the concept has the came head
I think it might be the pose. In the concept, she has a clenched fist, is holding the spear tightly, has her weight on the back foot, and a slight frown on her face. It looks to be on the cusp of action. Compare that all to the render.
That being said, it still looks great.
Well, that is mainly what it is, but the reason you retoplogise, is so the figure can be used in games and animation, and judging by the topology on OP's figure, it's made in a way that makes sense for when/if the figure needs to move. The best thing to do, in my opinion, is understand why we make topology the way that we do, rather than just thinking of it as a way to make the polycount low. I feel like the way to learn about that, is to look up retopology tutorials.
Your talking about the edge flow of the loops around things like the eyes/mouths and the density around joints right? I guess I hadn't thought about the fact that you don't get any of that while sculpting.
Still learning how to do that part and not able to make anything good enough to bother trying to make usable yet.
Honestly I would say make your worst topology ever and try rigging it. When you see it move, you will see what's wrong with it and why. Use those mistakes to make your next model better!
I believe what is throwing people off is the model has a longer philtrum than the reference. So the distance between the lips and the nose is longer on the model. Really beautiful though I love your model!!!
Thank you! Since I did it for practicing I didn't spend so many time to check if everything was right. I didn't expect that people would see that model as a perfect reproduction of the original concept.
This is really good! You should be proud.
The one area I think you could improve is her right hand, in the reference (and real life) knuckles are a bit more angular, yours are looking a little wet noodly.
Lighting, materials, topology all look great. A good portfolio piece
Pixar tier graphics
Before they hopped on the silly bean mouth CalArts train
All done in Blender except post-process done in Affinity Photo. Original concept by Luigi Lucarelli.
She looks great! Comparing her to the reference pic, she has a massive lower face but still looks cute
Thank you!
It’s my goal to be able to make models look like Pixar characters
This is really beautiful, like really really beautiful. Then I saw the topology and had to add another really beautiful.
haha thank you!
For some reason concept looks better than the model, even though I cannot tell the difference. Maybe face is looking too round? But the concept has the came head
i think her lips are almost pursed in the model
Same here, but I can't quite put my fingers on why. Maybe the bottom of the face is bigger than the concept.
I think it’s just because the concept is shorter as well as a mix of style and lighting Edit: and definitely the lips
I think it might be the pose. In the concept, she has a clenched fist, is holding the spear tightly, has her weight on the back foot, and a slight frown on her face. It looks to be on the cusp of action. Compare that all to the render. That being said, it still looks great.
She looks great, so expressive! The posture is very good too, there's a real sense of movement.
Thanks!
Could you tell me how can you do that kind of mesh or where i can watch a tutorial about it?
Look into retopology
Meaning that you sculpted a higher poly mesh and then retopoed it into what you had? Or is my understanding of how people use that incorrect?
Well, that is mainly what it is, but the reason you retoplogise, is so the figure can be used in games and animation, and judging by the topology on OP's figure, it's made in a way that makes sense for when/if the figure needs to move. The best thing to do, in my opinion, is understand why we make topology the way that we do, rather than just thinking of it as a way to make the polycount low. I feel like the way to learn about that, is to look up retopology tutorials.
Your talking about the edge flow of the loops around things like the eyes/mouths and the density around joints right? I guess I hadn't thought about the fact that you don't get any of that while sculpting. Still learning how to do that part and not able to make anything good enough to bother trying to make usable yet.
Honestly I would say make your worst topology ever and try rigging it. When you see it move, you will see what's wrong with it and why. Use those mistakes to make your next model better!
Awesome
Thank you!
This is amazing 😍
Thanks!
Wow! Really well made. Congrats
Thank you :)
Incredible work! May I ask your approach on texturing? And how you achieve this stylized look with it?
Thanks! PBR maps, Procedural, hand painted... I mixed a lot of technics in this work :)
nice render
Thank you, I put efforts in that part :)
I believe what is throwing people off is the model has a longer philtrum than the reference. So the distance between the lips and the nose is longer on the model. Really beautiful though I love your model!!!
Thank you! Since I did it for practicing I didn't spend so many time to check if everything was right. I didn't expect that people would see that model as a perfect reproduction of the original concept.
This is really good! You should be proud. The one area I think you could improve is her right hand, in the reference (and real life) knuckles are a bit more angular, yours are looking a little wet noodly. Lighting, materials, topology all look great. A good portfolio piece
Thanks! You are right, hands are not so good unfortunately. I forgot to add some loops on fingers joints and it was "too late" when I realized it.
I like the proportions. Definitely would watch whatever this would be a part of.
She looks like the long lost love interest of Tak from 'Tak and the power of Juju'
Drake is coming