Steampunk huntress
preparation
For conceptual art, you must clearly understand what your main motivation is. For example, I want to imitate a huntress (she is a DC Comics superhero), and I also want to give her a steampunk look. So I searched a lot of artworks on different websites, and when I got some ideas, I started to put them in the reference list, including shoes, body, face, mask, hair, long gloves, leggings, etc. Try to simplify your reference list as much as possible; it will help you not get lost in the middle. If you can't find a suitable reference material, you can draw it roughly in Photoshop.
Shorten and minimize your reference collection
Design-Implementation
At this point, I started blocking all parts and moving things until I got a good outline. Most of the time I only model the larger pieces. Don't be satisfied with the first attempt-try different things. These should pass quickly and help move in a certain direction. The thing to remember is that you should not lose the feeling of the protagonist, in my case, it is a superhero. I can't make her a fashion model or something like that. In addition, I used bright colors to paint my blackout, which helped me see the model breakage from a distance.
Find out the atmosphere and blocking of the character
Refining block-execution
You can say that this is a detail passed but it has not yet reached this stage. I added more roles that I call "notes" on a smaller level. These are the points that attract the audience's attention. This step will extend to the end, because you are not sure what will happen after impersonation.
Refine the blocks and add points of attention
Easy-execute
So I call this stage the Light Break stage, because human eyes don't like blank things. In 3D, you need to model, which means if we add something on a blank surface, such as a waistband on a corset, or a necklace on the chest, or a huge symbol on the waistband-these things will block the light And produce shadows, it will look more interesting. But adding too many assets will destroy your work. It's about finding the right balance.
Break the plane light and shadow
Details-execution
Every sculptor loves this stage, but the truth is that if your foundation is incorrect or you are simply satisfied with it, then no matter how many details you make, it will never be displayed correctly. Things that can be counted as details-small folds on the stitches, leather stitching seams, small screws, shoelaces, buckles, fabric patterns, skin pores, etc. I only add details that can be seen at least halfway through the character. It doesn't make sense to put in many small details that cannot be seen from a distance.
Things detailed
Composition-execution
I strongly recommend that you obtain a pose reference, especially if you are doing a dynamic pose. Before my final pose, I usually do three to four different poses quickly. It should be rough-I won't spend much time improving them. This is just for the look and feel. Then I started to refine my favorite one. Doing a pose doesn't mean you can do any useful poses, it should explain your character-in my case it is a superhero so I can't make her look like a fashion model or an angel. It doesn't make sense. Another very important thing is that when posing, it is the way of action-it defines the physical flow of the character, you can search for this on the Internet. You can find out more about this. As a veteran driver who has been engaged in 3D game modeling for many years, he has compiled a lot of learning materials. Every evening, there will be a live game modeling class. The course will talk about the use of 3D Max and Zbrush software, as well as models of machinery, props, characters, monsters, etc. Production, friends who want to learn the techniques of the eight classics can be added to my 3D modeling learning tutorial group : 302521268
Pedestal-execution
The pedestal or pedestal is as important as your role. I made a speed sculpting video for this pedestal: The concept is a character demonstration / zbrush pedestal. I follow the composition rules. It not only helps character art, but also helps you with photography, matte painting, digital painting, etc. Photoblog has some good things worth learning. The main thing is that the base should help the protagonist pop out more. It should not stand out by itself. Observe the base of the toy figure for additional guidance.
The pedestal/pedestal needs to support your main sculpture-they should not stand alone
Camera angle-presentation
The camera angle also helps define your sculpture-how important he/she is. As I showed in the image, if your camera is too high, it will define your character as having trouble or weakness, and an eye-level camera means that the subject has important value in that scene. The low camera angle means that the subject is powerful. This is my theory of observing things. I mentioned it because it suits me.