I've been wanting to do a model based off artwork by Serge Birault for a number of years now. Hopefully this contest can be the kick needed to finally do it, and then I can use to it make a character rig in maya which as also been a long time goal.
Recently he's made a number of illustrations of girls with talking swords and while I liked a fair number of them, I had difficulty finding one that preferred over the others and would be easy rig and animate. The conclusion I came to was hodgepodge from a number of his illustrations which sketched out into one picture. The first picture is attempt to recreate this, and the following are the primary illustrations I referred to.
Current progress, since I'm hoping to animate this later, I pulled topology for the face and body from a previous project where I had taken pains to fit with industry standards. Next is hair some more detail, and textures, before I break symmetry and move on to posing.
I'm realizing I'm pretty bad at documenting progress. I opened an older file to grab this screen shot.
I was trying to decide between two methods of adding ribbing for jeans and in the end decided on using a procedural texture.
The crazy ring over her head was bad skinning on the right hand. I left it until the other hand was done and then just mirrored the skinning. I'm not sure it was the most time effective but some bare bones rigging helped make posing a lot more comfortable.
Also the black eyes and hair make her look like and odd mix of 2D and Noodle from the Gorillaz.
I thought the competition would be due tonight so I finished up a render. Lighting is not a strong suit for me so I would love to hear feedback on what could be better. But regardless I think I'll take day off and come back to it with fresh eyes. Hopefully I won't feel the need to rework everything.
I'm liking the proportions but the overall image is too dark, especially compared to the source images. Gonna have to try different background ideas. And possibly rework the tattoos.
Also since topology and rigging were a focus, here's a wireframe of the current model. The the face and torso topology were pulled from a previous never finished project. The rest was mostly done with box modeling, and sculpted here or there. Whatever was easiest to get results with. For several questions of detail, particularly with seams and creases, I referred to Animschool's Marina rig to make sure things would work for animating as well.
I'm a little nervous about the way the textures will deform with the rig, but hopefully this rig will be ship over to maya pretty easily. At least... after I've figured out how to pack the textures together, my textures are a mess and there's a lot of them. 0_o