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Active: 1724 users

Makin' more art I guess

Blogs > Zambrah
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Zambrah
Profile Blog Joined June 2011
United States7371 Posts
November 24 2017 01:21 GMT
#1
https://sketchfab.com/models/84e47b3e31c845c1b41d2a94df95a627

I mean I know Thanksgiving is a time to be spent with your loved ones but mine keep dying so Im just going to sit in my room and revise this fucking project for the fourth time.

New blockouts viewable in Sketchfab.

***
Incremental change is the Democrat version of Trickle Down economics.
Archeon
Profile Joined May 2011
3260 Posts
Last Edited: 2017-11-30 04:52:45
November 30 2017 04:31 GMT
#2
My condolences.

I only have rudimentary abilities in 3D-modelling, so take my feedback with a grain of salt.
@proportions:
The legs are too long (5 head heights+, 4 is normal) and I think and hands and lower arm might be a bit long/large as well (counted ~3.8 of 3). Proportions aren't engraved in stone, but I'd shy away from more than 10-15% and it's noticeable that the lower body is closer to 2x the length of the upper body than to the 1.25 that it's supposed to have.

I like the basic idea for the hairdo, but the shortest bang needs a bit work to flow better into the hair over the ear. Either that or you thin it out a little and add some kind of jewelry there, would be an interesting spot for some net- or chain-like golden jewelry. Or some kind of feather adornment, but feathers are an even bigger pain than nets.

The top reminds me a bit of Phantom assassin in how you let details creep from the waist upwards and from the neck downwards, while keeping the middle area fairly plain (yet?). I'd play around with something that links the two parts together, but it works either way i think.

Never saw long gloves with an Indian design, looks pretty cool.

The lower body needs work, but I assume that's where you are currently working at.

Is this for some kind of sci-fi-project? I think the overall design for the upper body works fairly well and combines some interesting elements. I'm not sure what her role is supposed to be though, I think those massive Knee-guards look warrior-esque, but the rest looks light, so more like explorer/guide to me.
low gravity, yes-yes!
Glider
Profile Blog Joined December 2005
United States1353 Posts
Last Edited: 2017-11-30 15:11:44
November 30 2017 15:10 GMT
#3
Context, Honestly the proportion can go the other way and still be fine.

Totally realistic, sure. Proportions is more rigid.

But that's not the proportion for most appealing art and design work for game, fantasy etc. Here is the official blizzard widowmaker
[image loading]
Tracer is similar. Lets not even start on a lot anime characters or LoL character.

here is our beloved NOVA:
[image loading]

If anything I would say the 3d render's lower body is on the short side for fantasy or game.

Archeon
Profile Joined May 2011
3260 Posts
Last Edited: 2017-11-30 22:17:06
November 30 2017 22:03 GMT
#4
Nova has normal human proportions (lower end of pelvis to lower end of ankle is roughly the same length as upper end of skull to lower end of pelvis). She might look on the short side, but partly because almost all fantasy/game girls wear high-heels and she doesn't. Checked Jaina Proudmoore and she has normal legs as well in both WoW as well as HotS.

Tracer and Widowmaker always look weird for me, but that might be just me. But yes, their proportions are similar to Zambrah's Maya.
Ofc I agree that the more you go into a comic look the more you can stretch proportions. Especially in sprite games or games like dungeon-defender or Rayman who go more for a cuddly look keeping things proportionate doesn't really matter. But if you want to make it look more human, that's a screw I'd turn a bit.
low gravity, yes-yes!
Zambrah
Profile Blog Joined June 2011
United States7371 Posts
December 25 2017 01:54 GMT
#5
Yeah I base my proportions more on Overwatch, I have a normal-human-proportion base mesh, but I don't really have much of a thing for hyper realism, especially when modelling (since I don't know the full hyper realism workflow with Marvelous Designer and all of that sort of shenanigans, peculiarities of real hair, pores, etc. etc. not my jam) Though Overwatch model proportions vary a lot depending on the thing, I've seen Tracer concept art where shes about 7.5 heads tall and pretty normal, I've seen her at fuckin' 9 - 10 heads tall wheres shes a monstrous freak beast proportionally, so I've pushed and pulled it to a certain extent and I generally think shes at a point where shes visually appealing and the proportions dont really jar me too much (although I may shorten the arms a wee bit, because I feel they're maybe a finger's length too long or so.

To add some context to the character;

Her overall theme is that of a Mayan Thief, has a lucha-jaguar motif to it, though I've chosen to mostly tone the specifics of that down, its more in a mildly-suggestive state than like a hard, "SHE CAT THEMED" mode, since I think its probably a little too much to fit jaguar-thief-luchadore into a cohesive package while equally emphasizing each particular element.

I'll be posting my next iteration in another blog with some additional stuff for my next few projects while I fully flesh Maya out through topology and UVs and texturing stuff.
Incremental change is the Democrat version of Trickle Down economics.
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