View Full Version : DWIII - 3D - DeathCab1 - Ashley
deathcab1
17-02-2008, 02:10 PM
Ashley ("From the Ash Tree")
"Ashley" is of the Altairian race, who are naturally green skinned to camoflauge and complement their powers of manipulating nature, most notably the planets local vegetation. The race has similar characteristics of humans. Ashley is an Invoker which allowes her to "harvest powerful magic to destroy and/or manipulate his surroundings or enemies".
Her powers are usually used as defensive counter measures but she also has some offensive attacks. Her magic allows her to grow plants, vines or any form of vegetation simply by touching the soil. This allows her to quickly "grow" cover in wide open areas, or thick plantation
as shields during attacks.
As offensive measures, the vines can also be used to attack, by whipping and tying up her enemies. She is also able to grow rare and exotic flowers with varying qualities. These flowers can be planted in the ground as large plants (to release a mass volume) or can be grown temporarily in her hand. These flowers often release powerful spores capable of inducing sleep, paralysis or temporary confusion. It is rumoured that some Altairian's sleep spores are powerful enough to induce a coma.
As support for her powers, she also carries various knives should she find herself in hand to hand combat situations.
deathcab1
17-02-2008, 03:31 PM
Concept
JanJaap
17-02-2008, 03:56 PM
If you accept input I would say make her an invoker, one that calls vines out of the ground for a defensive wall or to rip the enemy to pieces.
The vines around her arms then becomes seed carriers so that she can sow the vines if neccesary.
The magic being that these seeds will grow in any soil although the soil will determine the type of vine grown, from nearly wooden ones so that a Vlad Tepes would the best attack option to very slender that can destroy the enemy from the inside.
Just my 2 cents.
deathcab1
17-02-2008, 04:06 PM
great idea!
I had thought of vegetation going with clericon as she would have some sort of healing herbs.
But based on your idea im leaning more towards an invoker now. Plenty of time anyway since i need a decent body first
JanJaap
17-02-2008, 07:09 PM
Glad you like my idea although I hope you understand or researched the Vlad Tepes reference.
When it comes with to design a character my advice would to decide on the "job" first and then rough out a background story because these will pretty much how somebody dresses and looks.
I'll drop in later to see where you have decided to go with your character.
deathcab1
18-02-2008, 09:38 AM
Backstory created. See first post.
deathcab1
18-02-2008, 04:17 PM
Starting off with the body: The shoulder still needs some work.
JanJaap
18-02-2008, 05:06 PM
Very nice background story and a good set of powers.
Although for some odd reason I would have chosen two machetes as her side-arms.
deathcab1
18-02-2008, 05:22 PM
knives...machetes...now your just splitting hairs :)
deathcab1
19-02-2008, 09:20 AM
just sitting here at work brainstorming :wall:
I'm thinking it would be awesome if her hair was made of leaves. Although it will probably never happen with the amount of tris that will use up.
I was also thinking of just one giant leaf or plant or something.
Something like this, but less cute (http://www.pikmin.com/prelaunch/downloads/wallpapers/pikmin_wp2_800.jpg)
deathcab1
20-02-2008, 09:59 PM
Latest shot. Body is finally done and just needs some mass tweaking to get it just right for sculpting.
Anything you guys spot i'd appreciate the feedback
Did you finished your concept? Or do you plan to model and see what you'll
add during the modeling process? Cause having the 3/4 of the work done
on the concept will make the modeling/texturing process go faster ;)
deathcab1
20-02-2008, 10:11 PM
ive never been a concept kind of guy to be honest as my drawing is pretty bad :) that drawing i made in illustrator is enough for me at the moment, ive gathered textures and ideas on paper and im working from those
BiG ToE-3DT
20-02-2008, 11:45 PM
she seems flat, like she was ran over by a 16 wheeler. Round her out some and add gravity to the breasts. Also, if you post some screen grabs of the wires. Another thing you should look at are the hands, they are way too small. Normal hands are the size of the face, length wise. After you beef up the hands, you will see that the wrists are tiny as well. The feet look great, I hope she is wearing shoes.
omnicypher
21-02-2008, 05:12 AM
if you grab the top few loops of the shin/calf, just below the knee, and pull it twards the rear and towards the outside some more it will make the knee and calf look better. and if you grab the waist and push it fowards it will put a little more natural arch in the spine. you could also grab the nipples with soft selection and pull them down to simulate gravity a bit more. you could also grab all of the arm, stopping right before the shoulder and pull it towards the ground about an inch, it would emphisize the inward bend of the humerous. the back of the ribcage could be a bit wider. hands need enlarging, feet could use a little arch. if youre going to be sculpting it, it might be easier to start with smaller breasts or flatchested, then add the size and shape in zbrush. thighs and butt look great so far, keep it up.
deathcab1
21-02-2008, 09:13 AM
feedback appreciated! :wave: i'll get on the case after work although i probably wont get anything significant done until my saturday and sundays off so thats my target.
I wasn't planning for her to be wearing any footwear (being a naturist...:haha:..), but i wanted to create slightly different feet to humans. Thats why the raised part of the foot is more central (rather than on the inside for a human) and i was also thinking of sculpting some crazy assed toes/nails/something instead of human toes.
deathcab1
21-02-2008, 04:59 PM
heres the wire you asked for.
Her hands look a bit small for her body and I agree with big toe. She does seem flatend. Try to round her out and bring out the free flowingness found in nature. It's like she's at attention or something. Yeah, you can go into Zbrush and paint in the definition you want and jus use that base mesh. Looking out for your next update.
BiG ToE-3DT
21-02-2008, 05:13 PM
what refrences are you using. The overall proportions look good, but you got alot of pollies going on and the flow of the topology isn't helping you at all. When modeling a human figure, you gotta keep in mind how the body bends and moves. The mesh should flow with the joints, like with the hip, you have the flow of the doby going straight back, but the body doesn't do that. And the breast area, breast are round with a bit of sag to them. to make a simple breast, use a sphere, they are arleady in the right shape, they just need small amounts of adjustment to make them fit.
deathcab1
21-02-2008, 05:48 PM
cool. the only reference im using really is my "concept" on page 1 (and another side shot), and i used lines to go over the front then applied the surface modifier.
Ive had a little time to adjust the boobs and some other parts and its looking better already, but thats all i have time for tonight :(.
omnicypher
21-02-2008, 07:08 PM
its easier to make good breasts with concentric circles eminating from the nipples. if you go to turbosquid, you can find alot of resources for mesh flow on the human body. and if you want to make different feet look right, i would suggest getting references from some kind of animals and altering them to fit your needs. you could take bird talons and mix them with hoofs or bear claws and tweek them in a ton of ways, but you should always use references to start with, even if youll end up changing them in the end.
BiG ToE-3DT
21-02-2008, 10:03 PM
here are a few refs you can use, some show good polyflow, others just good proportions.
http://i55.photobucket.com/albums/g129/DJBiGToE/model%20refs/wip06.jpg
http://i55.photobucket.com/albums/g129/DJBiGToE/model%20refs/015su5.jpg
http://i55.photobucket.com/albums/g129/DJBiGToE/model%20refs/020nq8.jpg
deathcab1
23-02-2008, 02:42 PM
Update. I tried the "get the mesh to flow with the skin" thing, and i hope ive got it right. Still a few glitches around the foot area, lower boob and some other places, but hopefully im on the right track?
deathcab1
24-02-2008, 05:09 PM
Tried to model a head today, needs ears and the usual tweaking
haikai
24-02-2008, 06:47 PM
i agree with BigToe, her hands are very small right now. i think you may have started adding geometry a little too quickly as her body is still quite boxy and there are a lot of edges that aren't contributing much.
personally, i would add space between the breasts. right now they meet right up next to each other which is likely to lead to pinching that will be difficult to fix in sculpting (although perhaps that's not much of a problem if she'll have a shirt on).
deathcab1
25-02-2008, 09:32 AM
cool. i've started removing some faces and trying to make the most of others. i'll try and get screenies tonight.
Hey Deathcab :dance: Maybe you could give more "weight" on her silhouette
to give a more realistic human shape. I don't know if you aim for the fin woman
or for the "has what it needs where it should" but here is a small reference:
http://img256.imageshack.us/img256/562/demianovichof6.th.jpg (http://img256.imageshack.us/my.php?image=demianovichof6.jpg)
From http://fineart.sk/ there is some great anatomy help there! ;)
That was my 2cent but I'm sure with small tweaks you can make your model
great, I just don't feel the weight and woman shape right now.
deathcab1
25-02-2008, 10:34 PM
thanks for the help!, here's what i have so far. still needs a lot of touching up but i feel like im making some progress. Its just so frustrating that i cant spend more than an hour on this on weeknights (just some other stuff going on) so the progress im making is very very sloooooow.
Therefore im working harder on weekends to try and make up. Its still incredibly frustrating though.
deathcab1
27-02-2008, 06:21 PM
How does she look?:dance:
Lukavi
27-02-2008, 07:09 PM
Hey deathcab1 after looking at your work I think one thing you should possibly try is practicing some good edge placement and looking really closely at how the anatomy of the female form comes together. Your current edges, particularly around the breasts and the waist/pelvis area arent optimal and will not give you desirable results. Quad modeling is a useful way to ensure you are making the best use of your edges and cuts, it will also provide the best end results for a high poly mesh. Out of curiosity what anatomical female reference are you using?
deathcab1
27-02-2008, 07:48 PM
Hey. At first i just drew from the "concept" on the first page, but mr.t and big toe posted some good references and i've been working with those for the current ones.
deathcab1
01-03-2008, 05:26 PM
added a concept to the first post.
funkdelic
15-03-2008, 11:17 PM
cool man, it seems that my idea and your´s are almost the same ahhaha, check out my dw3 entry to see what I´m going for..
good luck!!
http://forums.cgsociety.org/showthread.php?f=234&t=599733&page=2&pp=15
deathcab1
21-03-2008, 02:20 PM
update
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