Art Dump! [nudity]


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edited in Portfolios
So, another one of the things I've been wanting to do is to create a steampunk-type girl. A simple image search for steampunk clothing -- especially feminine stuff -- turns up such beautiful designs. These are some that I found on some Pinterest boards; still scribbling together an initial design for the clothing, but I imagine it'd be pretty similar to some of these. <3

image

I really like the overall costume of the first one. The second's hair+gogglehatthing is soooo cute. The third has some cool belt stuff, and I'm thinking of whether it makes sense to do some kind of tulle-based skirt like that, but still deciding whether it'd match. And in the last one one kind of reminds me of Gadget from Rescue Rangers, but with a musketgunthing instead of a wrench. :P

Also got a sculpt going of the girl; so in theory all I've got to do is get the clothing done. :) Then I'll retopo, rig+pose, put it in a game or something. :D Her anatomy isn't super perfect or anything, but I don't mind so much because it's close enough, and like 85+% of her will be covered up with costume anyway. I was kind of struggling with her overall build. Wanted something that was attractive, but not unrealistic. I imagined her to be something of a scout-type character, so opted for a build that's fairly light, but with more muscle in the legs. Always got to be careful with women though, end up having to smooth the muscles away, otherwise they start looking kind of roidsy.

image

Also, this. :P

After this, wanna do a super stylised man, so I can go crazy on muscles and stuff; but I should probably try finishing stuff sometime. :P

There's also this that you might remember. Decided the composition worked better landscape than portrait, but it's kind of on the backburner now.

image

Comments


  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    That model seems realistic. For me, and I may be wrong, steam punk seems like an emo in a way. I say this because I want an emo female character in some project I might work on. Also your artwork looks exceptional and I really want to see that in a game.

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    Nevermind in a game, I want a steam punk chick in my life!!

    @Elyaradine - my personal experience has been that stepping away from a project for a while is a good thing, but not having more than about 3 simultaneous projects (design, programming, concept, whatever) is equally as important.

    When I'm disciplined about this it means I always come back to finish stuff.. even if it turns out to be a dud.. which almost always ends up teaching me something about the process. This not following through with stuff is a real problem for a lot of us I suspect.

    Anyway, I digress.. will be cool to see where you go with this.

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    I fucking love steampunk! But having said that, I don't like the references so much. Actually, the costumes are great (except for the second one which is only wearing goggles and isn't really steam punk at all?) but I don't really like the "emo" / "scene" look these girls have.

    I'm going purely by subjective aesthetics here, but I've always thought of steampunk as having a distinctly Victorian or 19th century look to it.

    The model looks fantastic, though those censorship stars are a bit funny... is it really necessary to censor what isn't even real nudity? I'm just asking cos I find it very strange how people never bother censoring graphic violence.

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    edited
    Been playing with the head/face because I haven't really had time to design a costume. (Only really expecting to get back to this proper-proper in November.) But now and then, when I'm sick of programming, it's a nice break to just scribble stuff, or play with hair. :P

    Saw this strange workflow recently where you block in your hair using the hair sim stuff (because it provides a fairly nice interface for "sculpting" hair), then use the splines to create the hair cards. I'm not sure how well it'd work for complicated hairstyles (like complex Victorian hairdos/braids), but I'm giving it a go with a simpler, shorter hairstyle.

    May still put the goggles in the hair. :)

    image

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    edited
    Been working on this a bit today. Was hoping to get a lot more done, but the platformer game kept calling me, so I spent a couple of hours on that instead. Doh.

    image

    I'll post better turnaround stuff when I'm done. Leaving for rAge now. Hoping to get the fragment done tomorrow, so I can start on another version with female-fatty bits to do during the week. :P

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    looking good guy, start of the bicep looks a bit strange, got a bump there. Have fun at rage!

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    hey, yeah, my arms and back are horrible at the moment. :P

    I'm finding it super hard to do -- even though I'm somewhat confident with what muscles are actually there, and I've drawn them before, making them the right form and volume is quite a struggle. At least I feel myself growing! :)

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    Your arms also mysteriously end in stumps. May wanna take a look at that. :)

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    I was saying on Tuesday that it... represents the maiming of... my soul...? <_<

    image

    Did a female version too, but there are a bunch of things I want to fix if/when I get a chance. :)

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    Made some changes to that sculpt with feedback from Scott, the lecturer. (Can read more about the course here.)

    Also did the female:
    image

    And my current wip:
    image

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    Do we need to start asking people arriving on the site for their birthdate? :P

    Cool sculpts! I would have made one side then mirrored the other side but that wouldn't look nearly as good (naturalness is asymmetrical)

    Do you do these off anatomical references?

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    Yeah, I actually do work mirrored as a time-saver, and then when I'm fairly happy, I go back in and treat each side individually. Best of both worlds I think! :)

    And yeah, I've got some really awesome reference for the course. The models get sprayed with oil, then lit in a way that highlights their forms, and they're photographed from eight angles, so there's plenty of information.

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    awesome :D lets see some armour and hard surface studies too :D?

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    Eventually, yeah. :P Going to be spending a few weeks doing studies of the rest of the body first.

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    When the gif animates with frame delay=0, he actually flies out of the screen!

    image

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    Wow rippling muscles and all that stuff, so amazing @_@
    Are these frames tweenable or is it all frame by sculpted frame?

    (Traditionally it's the boobies that usually get the arms lifted treatment, according to renaissance stuff from art history classes :P)

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    I would totally sculpt boobies if someone would offer me some awesome reference. :P

    Each pose was sculpted (although each pose used the previous one as a base). It took forever. There are some mistakes that I can see, but can't bring myself to fix because I'm so tired of this one. (I had to redo about 30% of it when the program crashed, and I only then realised that I hadn't saved since the previous evening. T_T)

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    edited
    @Elyaradine Now really, I believe that 90% of the internet consists of boobies. I really don't think you have to ask for that here :P

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    Moar studies. :)

    image

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    edited
    Is he meant to be covered in grooves? Does that make a cool effect if you use it to produce normal maps perhaps?

    It looks like it might look amazing if rendered in an etched rendering style. I can't think of any game in fact that's attempted that.

    I mean, a little like: http://i418.photobucket.com/albums/pp265/WVEngraver/line_engraving/Picture004.jpg

    Though I'm sure that's not what you're thinking.

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    Yeah were all those grooves part of the production process or some kind of effect? Cos they look really cool :)

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    edited
    Hey, thanks! :)

    If you tried to bake a normal map from that, you'd probably lose a lot of the details because of low texel density. An effect like what you posted would likely be done with a postprocess shader. Otherwise, if some attention were given to the UVs so that their scale and orientation matched, you could layer a detail normal (or some other) map over it to get highly detailed striations.

    The way I've been working is to define anatomy and musculature using a Clay Tubes brush, which gives the heavily textured look, kind of similar to using a rake in traditional sculpture. And then I'd go in with Trim Dynamic to simplify the forms and exaggerate the planes some more, and I preferred that result... but it takes some extra time that I didn't have. I'm probably working backwards to what I should. :P (i.e. should ideally do the planes first, and add the anatomy afterwards. But if you learning the anatomy, then you do the anatomy first so you know what's there, and simplify the forms afterwards, I guess. Or maybe they're supposed to be done concurrently, but then you have to know this stuff really well.)

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    image

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    Dude this progress is awesome. Are you using zbrush for your sculpting and did you animate in there as well.
    Kudos

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    Cool! :D The anatomical approach is pretty cool, I like the steampunk bones :)

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    @shelton: Yeah, I'm using ZBrush, although the technique itself could mostly be used in any other sculpting program. The one thing that does make ZBrush pretty damn win is Dynamesh. I didn't animate the arm, so much as sculpt 5 different poses of them. :)

    @Tuism: Thanks! :) I was working off of Godfried Bammes's simplifications of the knee. (He does it for the rest of the body too, and is amazing for it.)

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    edited
    So, doing a full body pose over the next three weeks or so (maybe a week longer, as I'm going away for a holiday for all of next week). This is the start. Mainly blocking in, finding landmarks, though I started doing a bit of detail work just because it's fun. :P

    image

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    you have a great eye for detail.
    what inspired this? I'm looking at Zbrush and liking what I'm seeing

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    edited
    I took an anatomy course last year that I felt helped me a lot. Decided to take part in a sculpting course that makes the application of anatomy more practical. ZBrush is great, but you can apply much of the same knowledge to other sculpting programs like Sculptris or Mudbox. The software can help do certain things faster or easier, but the knowledge is more important.

    Progress has been a bit slow, with holiday season "chilling out" creeping in, and my being away for a week. Must fight it!

    Things I should address next are posing the hands properly, and doing some passes on them, and the face. I don't really care about the lower body yet. Just haven't been excited about it I guess. It's best practice to work the entire thing to the same quality, and keep doing passes over the entire body... but since this is a personal piece I've just been doing whatever feels like the most fun. <_<

    image

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    the anatomy class sounds intriguing. For anatomy I sketch strangers in public hoping to not be noticed lol. Kudos. Your models look skeletally, and muscularly sound. Top notch ::)
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