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>> No.742472 [View]
File: 241 KB, 1468x1600, face.jpg [View same] [iqdb] [saucenao] [google]
742472

>>742466
I made 2 variations of the nose that i think fit the cartoony style much better but still imply the nose has a bridge.

As for the textures / rest of the model, firstly you should bump up the polycount to better define the silhouette, which is a vital aspect of translating 2D to 3D. The charm of the concept art largely comes from the shapes, which you lose without enough edge loops to properly define.

Most importantly i think is extruding / modelling separate faces for the cloth pieces marked in green. They help define the silhouette and give the model depth. You can also, for example, bake an ambient occlusion map and apply that to the texture to make the separate shapes of the mesh stand out more.
This is especially important for the leggings, because the change from fabric to skin has a sharp contrast, and if that is defined by a low res texture the contrast is lost.

The cyan shape is a motif that you translated well from 2D to 3D for the shoes, in that the cuffs are an extruded / separate face, and they're behind 'tied' together with a bow. on your model however, the top has the collar / cuff (as marked in green) as part of the shirt, and it bridges across the chest, losing the nice form that the concept art shows.
The dark blue outline is marking shapes that would benefit greatly if you increased the edge loops.Because they're large parts of the model they heavily define the overall 'form' of the model. The same applies to the hair, but that's more complicated and probably something to work on later.

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