View Full Version : Setschaos - Fan Art - Claymore: Clare
02-04-2012, 02:24 AM
Alright, my tablet bit the dust about 10 months ago and I FINALLY got myself a new one! Time to get back in the game.
Going to work on Clare from Claymore. I may try to make two characters with the tri limit given.
First up, reference compilation as well as half of the concept for Clare. Still have the side view and her sword plus a separate image for her back sheath and cloak.
Enjoy and please, critique!
02-04-2012, 02:23 PM
this is an awesome character, I myself am a fan of this manga. I have done it once for Comicon, can't wait to see your progress :)
P.S. good luck!
02-04-2012, 03:01 PM
Quick concept update, thinned out her arms to help her be closer to true character. Should be starting in zbrush tonight with blocking.
03-04-2012, 02:29 PM
Quick sculpting update, nothing special, just posed and sculpted. Still in subgroups, so don't mind the seams. After I finish up the sculpt, i'll bring it into topogun and work on textures.
03-04-2012, 02:38 PM
She's got some muscular legs lol. Any particular reason why you're gonna sculpt her already posed?
03-04-2012, 02:43 PM
Wanted to try it out. Typically I would do the standard pose then skin and pose her, but I thought about it and I figured that If I posed her the same way after I sculpted her then the muscles wouldn't be in the right places.
So... why the hell not, right? +1 for asymmetry? <.<
Still go a LOT of sculpting work to do.
03-04-2012, 03:23 PM
lol, unless you don't want to use her later this would be the quick dirty way :)
03-04-2012, 07:54 PM
Oh boy... Now i feel bad because i'm quick and dirty T_T
I accept the challenge!!! New sculpt wip up tonight!
05-04-2012, 01:08 AM
Quick WIP with the sculpt. Going to give the hands and feet some extra love.
05-04-2012, 02:11 AM
Another update for the night, just a WIP of the topology.
05-04-2012, 04:22 AM
no clue how z brush works, but it looks like you need to bring refrence image in and adjust your model.
Right now it's seems like your model is missing shoulders, the neck is too long, the knees may be in the wrong place, hard to tell without the feet. And, the balance looks off, meaning, she looks like she is about to fall forward.
I'll do a paint over when I get back to my main computer.
05-04-2012, 02:24 PM
Hows this? I tend to rush through my project and not give it much love (my biggest downfall) I am more than willing to scrap progress to start over again for the sake of bettering myself and learning from others.
That and I'm rusty as crud... Any way, heres a wip of my new sculpt; shortened the neck, worked out the muscle groups a bit more, lengthened the shin area, defined the shoulders, and gestured the arms a bit more to define the elbow area.
Please, more critiques!
05-04-2012, 03:02 PM
Things I see so far
- Legs need to be redone, muscles are wrong.
- Instead of a traditional T pose, place the arms at a 45° angle it's a more relaxed pose that would let you sculpt the muscle groups correctly.
- Build as much as you can on low sub-divisions, then go up. (define the masses)
- Change the material :)
- Use a lot of reference, it's the best way to get it right.
Good luck, keep at it and don't rush LOL
05-04-2012, 03:26 PM
Went back over the image of my sculpt to illustrate my own needs to resculpt the muscles on the leg, thanks cuban! Here's a small jpeg of the differences.
Close, but off just enough to make it look terrible. Thanks again for the feedback
05-04-2012, 04:32 PM
also remember skin stretches over muscles, so you won't be able to see all of them outlined like that ;)
06-04-2012, 04:46 PM
I like starting with the low poly, getting the shapes right, then moving into sculpting.
Redid your orthos for you. The front view is more or less fine the way it is, just fixed the balnce of the side view.
06-04-2012, 06:24 PM
Itypically start with a SUPER low poly version, basically just a gesture of shape, maybe 150 polys or so then take it into zbrush from there. I'll be sure to give a more thorough pass in the base mesh stage for next time.
I'll be posting a WIP shortly with the hands and feet included.
Thanks for all the constructive feed back and the paintover!
07-04-2012, 11:53 PM
the best way to lay out the body is to build it with zspheres and eyeball the proportions - with perspective turned on. Convert to skin and sculpt the gross forms when you're happy with the base skeleton.
after that retopo or dynamesh for your high res and sort the low out when happy.
also - don't build her in a 90 degree t-pose, it'll completely **** up any chance you have of getting a natural pose out of her later on
09-04-2012, 08:17 PM
i agree with poopipe. i couldn't describe the pain T-pose has caused me during the older projects, where we used it for skin-pose. creating a natural looking setup when the character lets down its arms is literally impossible. you can only reach a "not too bad" result.
it's much more friendly to work with an A-pose if you consider that a character's arms will usually hang most of the time
10-04-2012, 12:54 AM
Sorry for the lack of posted progress. Doing some diffuse tests. Here's a quick render to show my progress.
I have decided to go ahead and keep the poly count on Clare low because I want to incorporate another character into the finished piece. She's sitting at 3.2k with the back sheathing, the sword, and her cloak. So... I will more than likely get in there and smooth out her topology where it really counts.
11-04-2012, 12:08 AM
Why am I so far behind on everything..... I JUST found out about projection texturing in cs4 extended... I've been doing it the old fashioned way and now... It's like when I found out about zbrush and people in the industry had been using it for years... wow.. sucks not being in the industry or in a class.
Well, I am off to redo my uvs and start over on the texture because it could use the love. Update tonight maybe.
11-04-2012, 05:06 AM
I JUST found out about projection texturing in cs4 extended...
Don't feel too bad it's only been out for about 3 years ;P;P;P
Would rather use Zbrush for projection texturing though, don't think photoshop is on par with it.
11-04-2012, 09:00 PM
I wouldn't use photoshop for projection texturing unless somebody paid me specifically to do it and even then I'd complain the whole time.
zbrush or viewport canvas
11-04-2012, 10:32 PM
I really need to work on my UVs then because every time i end up baking the normal into the diffuse i get uneven lines on the diffuse. Great example is the cloth that goes around this models neck, the white stripe around the dark gray area is broken despite the fact that the line in the diffuse is straight...
I figure i can do the texture like i normally do and then go in and touch it up, its a possibility
13-04-2012, 07:28 PM
Probably not going to finish this one due to the late start and restarting quite a few times. But the advice from everyone was very helpful and i definitely learned quite a bit.
I'm either going to try to finish this one up or start a wip thread in Real Time forums until the next challenge. Thanks again for all the constructive criticism
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