Welcome back to the next part of my project, I think that I am making good progress with this so far. This will be quite a long post as I will be writing about the remainder of the blockout for the character.
I continued working on the clothing, creating a cavalry glove using reference from both the concept and real life cavalry gloves. The glove is only on one hand in the concept. I'm really liking the asymmetry in this project so far as I think it is a lot more visually interesting. I didn't want to make the glove too thick, but also not too delicate like a formal ladies glove.
I then created a skull cap for the hair. I created some basic ridges to mark the direction of the locs and to act as a base layer.
Using the picker tab and the curved tube brush, I changed the setting to continuous Z so that the lock would bind to the hair cap and be easier to style.
To make the locs more visually interesting I looped some over eachother, which also helped me to fill in large gaps. I will refine the locs later on and add smaller ones for variety and to further flesh out the hair.
The hair in the concept sketch is asymmetrical, and whilst I don't have a back image of the character, I imagined two asymmetrical pony tails of locs.

I was happy with the locs on the scalp, and they acted as a good guide for the locs coming out of the pony tails.

I will need to greatly refine the base, especially around the edges of the hairline.

Whilst the view from the top doesn't matter so much as she will be wearing a hat, I still wanted to make sure it looked good without it.

I crafted the ponytails using the same curved tube brush, but I turned off continuous in picker. This allowed me to freehand draw dangling locs rather than those binded to a surface.
I really liked the silhouette from the front. I think that the position and different lengths of the locs make the character look a lot more interesting.
I crafted a blockout for the epaulettes on the shoulders of the jacket. I used the same techniques as with the rest of the shirt components.
Here is the character blockout up to this point. I think that she is really coming together, and the next step from here was to craft a hat base.
I gathered more reference for a civil war Kepi hat, and decided to make it in 3Ds Max before importing it into zbrush for extra details. I started with the peak of the hat.

I used the Open Subdiv and turbosmooth modifiers, separating faces into smoothing groups for an accurate shape.
I created the rest of the hat using a cylinder, deleting the bottom face and using the Shell modifier. I then used the open subdiv and turbosmooth modifers on this component for a softer shape, as well as soft selection to adust the vertices.


I then attached the objects together and exported the hat for Zbrush, where I would add the strap and the badge on the front.

I positioned the cap in a lopsided position to match the concept, and adjusted it to fit her head. I really liked how it came out. I used the extract tool to create a masked out hexagon and placed it into the correct position.


I also used the curve snap strap tool to create a simple thin strap around the base of the hat. I then adjusted any uneven areas using the move tool.
At this point, my life drawing tutor gave me some feedback on the proportions of the face. As I had suspected, the features were too close together and there was slight distortion of the face shape that was incorrect anatomically. I used a reference of Bangalore's face from Apex: Legends to help me adjust the anatomy and see what exactly I could do to stylise it well. I also worked with my tutor to fix the issues, starting with the eye distance. I parted the eyes a bit, and elongated the nose. I also fixed the height of the lips and the positon of the cheekbones. I also needed to fix the jawline height and the bridge of the nose, which was dipped into the face too much. Once I applied these fixes I was much happier with the appearance of the face!

Improved face!
Finally I added eyebrows to the face.
The next stage was blocking out the cape. To do this I used reference of hide capes, to get a rough edged asymmetrical appearance.



At first I found that I disliked overly jagged shape. I realised that once the tassles were on the cloak it would create a rough edge anyway, and so I softened out these edges instead.

I also maintained the off-centred appearance.

I returned to the belt, and added details like belt loops and a buckle. I used the curve snap strap tool for the belt loops.
My first attempt of the belt loop involved the snap strap tool, but I decided that it wasn't neat enough and I would achieve a much better hard-surface result in 3Ds Max.
Therefore, I created a basic shape and added open subdiv and turbosmooth modifiers, whilst also editing the smoothing groups to maintain the appearance of differently facing surfaces.
I also added the tab attached to the belt buckle.
This was brought into Zbrush then positioned into place, before I added the piece of leather on the other side of the buckle.
The last major component of the character blockout is the shoes. I separated the feet from the rest of the body and reduced the resolution. She would be wearing slightly heeled boots that I found in my research.

I then used the trim dynamic brush to create the flat and angular faces of the boot.

I applied a sole using the extract tool and reduced the res of this too to make it easier to work with.
I then created heels of the boot. They were then tidied up using the trim dynamic tool once again. I will use dynamesh on the heel and sole to combine the two and smooth them out, so that they match the style of the boot in the reference.

I am very pleased with the blockout so far. There is obviously still a lot more to refine, but I think I have my bearings on the project now. As a final quick addition at the end of the day I added the buttons. In the texturing process I will make an alpha stamp to create the embossed Union symbol on the buttons, rather than sculpt the symbol on the button here. I think that it will look a lot better.
