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File: Gypsy_WIP_001.png (1.11 MB, 1920x1080)
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Can we get a Stylized thread going?
Everybody loves realistic stuff, but stylized stuff has it's place in my heart aswell.

I've been doing this Gypsy dude for study purposes, i'm trying to figure out his proportions and stylized anatomy before dweling into details and clothing.

What do you guys think?
Any Tips on getting this better and mre neatly?

PS: He has no dick, sorry.

>>in b4 "No dick? Droped."
gotta love stylized 3D. I've been looking for a way to imitate this 50s visual ads style. This just looks amazing.
no more generals. Contain this to the WIP.
make us

Here's your (you)
what is this?
disney character rejects?

you learn to make scary unity assets for use with bad sound effects like everybody else!
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Do the posing right there in Zbrush as long as you have all the limbs as separated subtools.
That would be easy to achieve when doing stills, animation idk desu.
For stills i would just handpaint on diffuse.
Don't be shy, show us an NPR render you did....
I am sure you have something....

I am playing around with this Borg, trying to find an interesting visual style.

I think the belt / Belt region is the most obvious choice. Maybe adding another belt, one made speciffically for daggers/swords (i forgot how it is called) could work without fucking up what you've already done.

The bad side is that, if you're not careful enough with the design, it will end up looking like a Final Fantasy character
File: ramps.png (168 KB, 859x512)
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once you get the general color ramp set up you should be able to see how the geometry affects the shading so you can sculpt / tweak the surface to create the smoothed, almost chubby, features and that eye hook shape.

i think you should also have a rim light made from a negative dot normal masked to appear stronger in shadow / where inverted normals are lit and faintly elsewhere but then you get into nodes and not a quick material.


tf2 is also based on a 50s illustration aesthetic, you might find some useful information or inspiration in valve's writeups on the process.
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I had a lot of difficulties making these. Hand topology is always a nightmare.

I'll work on the Clothing and Hair tomorrow.
Wish me luck
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Pretty gud starting point for newbs

Guys, is this considered cheating? I mean yeah, it probably is lame and the lazy way to do it, but then again, basic human always looks the same, so why wouldn't you start with a base mesh and edit it from there?

I was thinking about the same thing for stylized heads when I realized how generic looking they are. Why not just start with some base model and quickly rework their proportions and then focus on details? It's super easy in Zbrush.
Bro, everything is stylized nowadays. The realistic PBR stuff is the good.
Stylizors btfo.

Good to know, thanks for the heads up m8, I really apreci8
no, you're going to start from a base to sculpt anyway. it's a quality of life improvement.
It is not considered, but if you are just starting then you are cheating yourself, getting good proportions is one of the best practices in zbrush, at least make basemesh yourself :)
In an production environment?
The end result is what matters. not where you start from. There is no cheating if you get an end result.
From an learning and understanding perspective?
Yes, you rob/cheat yourself of the ability to do and know it yourself.
If you can do it yourself, but are too lazy, then its a shortcut.
File: hands.png (843 KB, 1920x1080)
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Remade the Hands, they where too big and goofy, they're less Stylized now.

Also changed the proportions a bit.
Reduced forearm size and increased the Torso size. Arms are also "Stronger" now, there's more meat into them.
File: bedroom.png (1.9 MB, 1920x1080)
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Anime-like interiors for muh milf game.
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>NPR render
it's a grenade that spawns a galaxy when thrown.
Needs some stuff hanging on the back wall.
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aah 4chan, home of the beta
Looks pretty cool to be honest
Feels like the bed + bedside tables should be bigger, and the plant smaller.
I get jealous sometimes, too.
File: Pool Shot.jpg (585 KB, 1630x915)
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Yep I'll put a painting there.

thx :>

She fits just right in that bed but yeah maybe the plant should be smaller.

Here's the garden pool. Trying to keep the visuals anime-ish.
File: Kill_Burn_Maim.jpg (156 KB, 1619x834)
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Tried making expressions first time :v
I mean, only one expression )))
I think the eyes are too mellow or the teeth are too vicious.

either make the eyes narrower + furrow her brow more or relax the mouth a little bit.

right now her eyes are only 'a little angry' and her mouth is 'very angry'
Did you have to make that smooth hand toplogy manually?

I have speed retopo and retoploflow and while great they don't do that.
Yes, but the topology is still very soft.
The hard surface is only sculpted, which kinda sucks.

I'll retopo with better restraining edges to maintain those cool shapes from the sculpt with just subdivisions
File: DJKOIEMXgAQYEHY.jpg (30 KB, 606x747)
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using yours and another ref, I was able to get what I needed done, thanks. It'll help with my low poly basemesh.
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agree with you, I revisited it
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Looking good!
I had no idea what you were talking about So I looked around for the names you said last post.

usually automatic retopo tools don't do a very good job, so you always have to tweak their results. Maybe someday that will pass.

Anyway, here's where i'm at with the Gipsy guy from >>579626

The Body Sculpt
File: Retopo.jpg (490 KB, 1690x850)
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Part 2:
Body Retopo
File: Accessories.jpg (482 KB, 1877x980)
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File: Accessories Topo.jpg (837 KB, 2052x984)
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Accessories Topo
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Booty Booties Boots
no dick? saged , reported and dropped.
File: 001.jpg (532 KB, 1920x1080)
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Took a couple week off this model, then I tweaked it a bit and did the UVs.
Now with the UVs done, I want to texture in Substance and render in Arnold or Vray, let's see how that goes.
File: CAptcha.jpg (151 KB, 1599x971)
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here's the final version before starting texturing!!!
I'm keeping skin paint tho.
Looks awesome man !!!
daily reminder that it's fine to use blender to create animus
The first one was much better
It's weird how you can always tell when an artist is gay.
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this was cool
any writeup on how its done ?
thats an awful 3d to 2d adaptation.
Everything is good, except for his fucking baby arms/shoulders. That shit is SERIOUSLY harming how cool he looks.
End result looks pretty good, i think you went overboard with that wrinkle on the back of the trousers. Eventhough i do agree with the idea of adding a bit of wrinkles and floppiness to the pants, was going to suggest just that.(maybe it's not really too much definition on that wrinkle, but it looks like it is from the pic).
Good work either way.

Thanks, man!
I completely agree with you; I overdid the wrinkles in the pants. I'll revisit this, thanks a lot for your insight!
File: LookDev001.jpg (227 KB, 960x1080)
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Where can I learn more about look development?
Why is he posed like that?
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I find that the A-pose is easier (for me) to model and to give him the volumes and proportions I want before putting him a real acting pose.

Also (and more importantly in a production environment), the more neutral a pose is, the better it will be to rig, UV and Texture.

You have to do the first steps in a way that the subsequent steps of the project are simpler to do, otherwise it will snowball in difficulty

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