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>> No.783118 [View]
File: 514 KB, 960x540, Onika.png [View same] [iqdb] [saucenao] [google]
783118

>>782934
It's not impossible, this is my current attempt at making Nicki Minaj, I posted a WIP above and people here didn't seem to like her or recognize her, but it looks pretty close to me (Altough Im obviously biased). I did hit several roadblocks along the way, mainly because I didn't know I was going to use daz at the beggining, and started modeling her from scratch. That means I had to wrap the daz character topology to the zbrush mesh, and it was a pain in the ass. But if you're starting with the daz basemesh it should be a lot simpler, and faster. It's not worth it if youre an absolute begginer but if you know what you're doing it shouldn't take you more than a week of half assed work. If you're interested, heres a quick rundown of my workflow and some tips.

> Gather a shit-ton of reference. focus on well lit photos, taken with a similar camera lens, preferably a long one, and where the person has a neutral pose with no expression. Put them in Pure Ref and look at them CONSTANTLY.

> Take the DAZ basemesh with ZERO subdivisions into Zbrush and go to town on it. Take one front photo and one side photo and use them as your "main" references. But don't forget about all the other angles. Focus on the shapes and silouethes. Try to match them as close as you can. Ignore the eyelashes, delete them.

> NEVER EVER modify the topology, don't separate the mesh and then rejoin it. It will destroy your UV's and I would argue thats the most important part of the model.

> Import into Daz as morph. Make sure it works. If it didnt it's not a big problem. Take a fresh basemesh and your new morph into maya, blender, or whatever, and match the topology through the UVs, This is why they're so important.

> Re import it. Make sure it works.

> Save it and export as HD for texturing

Comment is now too long, if someone is interested in more info I'll keep posting

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