Wow @phungdinhdung Way to have a nice high set bar. Good job! Keep it up. It's nice that you are taking the time with your concept so it rocks. Really like the colour choices. Good luck!
Thanks everyone for the comments ! it really keep me working hard on this project !
I am working on modeling Pisciasa base mesh and hair model atm , so havent got any major update yet, but just realize that I havent upload the 2D model sheet I made for her so here she is. The reason I have to take extra step to make this sheet is that I tried to model without model / sculpt sorely base on Concept in some of my past projects but then I fail terribly capturing the proportion and feeling of the 2D concept . Sometime I feel it's way more easier to adjust shape & proportion in 2D medium rather than in 3D like modeling / sculpting.
Ah , right and the fishy . Quickly made this so I dont need to blind-guess sculpting too much in Zbrush later.
some bonus views :P. well.......that help with the model too....so ... yeah.
okie I improved my base mesh for Pisciasa a bit, so to sum it up :
This is deformation & articular joint test of my base mesh for Pisciasa. Did several quick test using default Voxel skinning at 128 res, no manual weight painting just yet. I move back & forth several time to find the best optimal combination of topology flow and articular joints position to maximize linear-blending skinning results.
The colored lines of the model are just aid my process of specify the topology of the model, red line indicate the most important loop, Orange is less important but a should-have if tris-count allowed, Black line is the middle lines to separated model in half or quarter that will help with the UV seam later.
Better result will be able to achieve by the further use of weight paint fixing and corrective blendshapes .
Thank you everyone for your kind comments !
Here 's what I have so far for Pisciasa model, I can quite say that the modeling for the girl is done, I will definitely need some more polishing here and there on the model while I am working on the texture later ( like adding more micro hair strands, facial features or clothes folds etc ) .
But yeah, time is running out so I gotta move on to the fishy next.
All the hairs are modelled raw and purely in Maya using traditional polygon modeling . I tried with Zbrush at first then I failed miserably , I can't really control the curvature and shape/ twisting sides of the hair clumps perfectly in Zbrush ( by perfect I mean to match with the concept ) these are the closest I can get, If I have more time I will come back and put more time in to detailing the hair model a bit more.