Creepy Headless Woman

24 replies [Last post]
EBU's picture
Posts: 21

This is a Character I am suppose to make soon for somebody.

I thought I'd share as I go along, and hopefully have some crits from you guys,

Unfortunatly this was the only ref I was given, and I am told to model it exacctly as it is,

metalliandy's picture
Posts: 3188

Good luck!

EBU's picture
Posts: 21

Started sculpting the Head for this character.
I first scupted the head quickly without reference or planing, this got so frustrating with every stroke.
Next day after looking at some anatomy videos, I tried to define the facial planes first. This made things so much easier, and model started to look alot better. (far from perfect, but alot better)

 

Ill be adding some hair sculpts later.
and then finaly the body

head_improved.jpg head_anatomy.jpg
EBU's picture
Posts: 21

After many many unsuccessful attempts of sculpting the cloth in Zbrush, I finaly gave up lol.

I tried looking for other alternative ways, and I decieded to import a cloth simulated mesh using nCloth, to zbrush. This turned out to be a much quicker and better way,

after imporitng the mesh I did some cleaning up and adding extra cloth details inside zbrush.

 

 

nCloth inside maya defining the cloth more
JBaldwin's picture
Posts: 2162

Looking great Smiling Can't wait to see an update!

-Jeremy-

EBU's picture
Posts: 21

retopolagized all subtools, made UVs, added fabric details with noise maker, then added a base texture color. also adding some hair detail, and hair holding clip with spotlight

lady_hair.jpg lady_cloth_retopo.jpg lady_cloth.jpg
EBU's picture
Posts: 21

didnt have computer access for 2 weeks so didnt update on this work much.

But I finaly started working on this model.

I polypainted the head, still Work in progress, as I need to paint the make  up and the eyebrow

Also started modeling the boots, even though 90% of it will be hidden.

head.png boots2.png
EBU's picture
Posts: 21

Applying makeup to the model.

Im a dude so my makeup knowledge is very limited but I tried what I could.

I've also added some blood stains in the cheek where her hands will be placed.

3rd image is just a test render. I will do fiber mesh render if I have time when its all done,

head2.png head3.jpg render_copy.jpg
steve_3d's picture
Posts: 91

Awesome work dude! keep on going! Smiling

EBU's picture
Posts: 21

I started texturing the cloting. I Used noise maker as a mask and filled it to get the dirty look. Its stored under layers, and so will the blood splatter.

After adding Blood and texturing the hair, I'm pretty much done interms of High Poly modeling.

 

characterstrip_copy.jpg
EBU's picture
Posts: 21

just done the blood.
now that I look at the reference its not perfectly the same but close enough I think

blood.jpg
EBU's picture
Posts: 21

retopo

improveduv

I started baking the normalmaps.

Ive retopoped inside 3dcoat > Created UVs inside HeadusUV > baked the normalmap inside XNormal

screenshot8_copy.jpg
JBaldwin's picture
Posts: 2162

Great Bake! Although I feel the uv layout could be better and you could get more resolution out of it.

-Jeremy-

EBU's picture
Posts: 21

ceribral wrote:

Great Bake! Although I feel the uv layout could be better and you could get more resolution out of it.

-Jeremy-

thanks, and you are right.

Do you have any suggestions because creating UVs is my weakest point.

maybe I shouldn't keep the shape of the mesh in the UVs, and go for a more rectangular look?

I dont mind re creating the UVs, and baking it again

EBU's picture
Posts: 21

I've updated the UVs  :) 

snap0001.jpg
JBaldwin's picture
Posts: 2162

Much Better! Smiling

-Jeremy-

EBU's picture
Posts: 21

I've Finally baked everything! Just need to pose

interms of the specularmap, I made the face blue.

I still dont know why you do this. Is it to give a good skin effect in the game engine? thats what I've been assuming all this time.

all this time I've been doing it Black and white, so I thought I'd try the blue thing.

Please tell me if im doing something wrong with it. (I just overlayed a Blue paint.)

screenshot.jpg diff_2k.jpg nm_2k.jpg ao_2k.jpg spec_2k.jpg
robo's picture
Posts: 61

Good job, the scary lady on your ref have comes to 3d. Smiling

I try to answer the specular question:
As the light bounce from a surface like polished brass, gold or copper for instance it will gain the materials color. That is why specular need color to get the right effects in some cases, like your blueish skin will make her probably shine a little ice blue and hopefully add a scary deadish effect. You can try making gold or brass materials to get a better understanding of how it works.

EBU's picture
Posts: 21

Oh I see. Makes sense when I see games spec textures with color now. Thanks this has really helped me!

because I was like "wait a minute, arn't spec maps suppose to be black/white?"

Makes me want to look back at all those colored spec maps and figure out what color is used for which objects. and steal their techniqes.

But does this appy only for game engines? or is it also used for say... mental ray / sss renders inside maya?

 

robo's picture
Posts: 61

Its quite common to think specular only can contain black and white, in some renderes it may also be so. I think most of todays renderers support colors whenever its realtime or not. Mentalray have no problem with handleing colored specular thats for sure. Smiling
 
The specular values is as induvidual and dynamic as most the stuff with 3d, just becouse 5% from black is a good specular brightness for skin in Lightwave, dosent mean it would be the same result in another renderer. So it maybe a bit tricky and some tweaking to make a good specular map for your current renderer and the settings it has. It can be good to do lots of test renders to get the knowledge what values makes your material get that little extra. ( important to have the possibility of a viewer or the engine to check your model in when working toward games )

If your engine support translucency it may also add a nice effect to come closer to your reference if some of the lightning is set behind and your map let it pass through. I think it may be a lot more tweaking and time consuming then the specular though.

EBU's picture
Posts: 21

yea its definatly best to have the engine viewport with me (using marmoset at the moment to see quick changes atm but  I think my client uses UDK, not sure to be honist.)

i remember the days when I had to do many renders just to see small updates lol

And translucency map is something I might consider, since it will get it close to the reference image.

thanks robo! I actually learnt a great deal from you today!

 

EBU's picture
Posts: 21

this is not a final render but I managed to pose the mesh.

I still need to learn layered shaders inside maya (or marmoset if it has one). I was attempting it today but had no luck. its kind of confusing to me.

Basically what I want is to make the blood watery but not the face. I used layered shader inside maya but Its not working out so well. still a noob in these areas.

If I could recieve advice or a link to a good tutorial, it would be greatly appriciated

screen_shot.jpg
angelia's picture
Posts: 160

It is an awesome work,really scared me.Can't wait.

EBU's picture
Posts: 21

I forgot to upload the final image.

might be too dark but I am really bored of this piece so i will call it done, for a while atleast.

screenshot2_copy.jpg
JBaldwin's picture
Posts: 2162

Great work! I am guess those are leaves from a tree casting shadows onto her? In my opinion, I feel it noises it up too much. I like the brighter image above more. 
Really awesome outcome and great pose! Feels eerie :) 

-Jeremy-