PDA

View Full Version : WIP - Female


pipari
08-24-2004, 07:33 PM
This is my fourth attempt to model a female character. The character is a sort of a test bed for my skin shader programming tests and skin painting attempts. The head has an UV map and a crappy texture although I still need to model eyelashes and eyebrows + add some detail to the ears. I'm currently pondering how to do the eyelashes: should I model them as splines/poly lines or use planar polygons along with painted transparency map. The body is "textured" using a programmed plugin shader. I'm little unsure whether or not I should have a single UV map for the body or separate maps for hands, feet and the rest.


http://www.uta.fi/~rn58847/cgtalk/render1.jpg


http://www.uta.fi/~rn58847/cgtalk/render2.jpg


http://www.uta.fi/~rn58847/cgtalk/wire1.jpg


Feedback, help etc. is welcome

-------------------
pipari
-------------------

Mattoo
08-24-2004, 11:08 PM
That's looking really nice, definetly one of the better models I've seen in quite a while. Proportionally I'd say the crotch is too narrow, the base of the breasts are a bit too low, there's a vertical pinch on the throat and the naval is a little small.

The face looks really nice from this distance, would be good to get a closeup, can't really give any fair crits from this distance.

The shading looks nice, a bit too plasticy however. I've allways found it hard to judge skin shading without context. It might be worth putting her in an environment or at least a background image - skin can look so different and really weird when taken out of any context, such as this.

pipari
08-26-2004, 10:26 PM
Thanks for the comments, Mattoo :) I'll adjust the model later and post some newer renderings. Meanwhile here are couple of closer views (I redid the lips - they were closed in those previous pics)

http://www.uta.fi/%7Ern58847/cgtalk/render3.jpg

http://www.uta.fi/%7Ern58847/cgtalk/render4.jpg


http://www.uta.fi/%7Ern58847/cgtalk/wire2.jpg


The question still remains whether or not I should have a single UV map for the body or separate maps for hands, feet and the rest (?)

Feedback, help etc. is welcome

-------------------
pipari
-------------------

Carm3D
08-27-2004, 09:17 AM
The face looks great. I'd need to see a side view to be sure, but I think I'm spotting a common mistake. From the side view, is your neck going straight up? The neck lines should be tilted forward as they go into the head. And the back of the neck is shorter than the front.

I found a page with some profile views of the neck. But BE SURE your pop-up stopper is on before going there... Yikes.. It's pop-up hell.

Enter at own risk (http://www.angelfire.com/ar/rogerart/five.html)

Bangladesh
08-27-2004, 09:59 AM
I say make separate UV's of hands and feet and possibly more areas if the maps are going to be high-resolution. I found it easier to work with a number of smaller maps with high resolution than a huge map with the same resolution.

Although I had a problem where I added bumps to the skin on multiple maps. Sometimes the maps was of different sizes meaning there was clear and visible seams. Therefore, separating the general bump from the maps and only add wrinkles helped a lot.

Too bad you can't parent an entire layer in your texture eh? =)

T4D
08-27-2004, 11:39 AM
Great work by the way :thumbsup:
the surfaces looks great and when you add colour, diff, spec and bump maps to that surface it will look amazing

any chance of getting a test of that plugin on mine :D

I'm doing a women myself at the moment, in between cleint work
http://www.cgtalk.com/showthread.php?p=1520262#post1520262

go for single UV maps for head, body and hands ( can do arms and legs as there own too )
to get a good Head uv you need something around 3000x3000 so if you then want a body to be on the same map your looking a 5000 or 6000 rez then add the hands your going to be slowing down photoshop no matter what your running on

Fongool
08-27-2004, 11:54 PM
Okay, now that some people have answered your question I can finally feel free to jump in and comment on how terrific her face looks! :thumbsup:

You've managed to capture a very natural look there! The features are all very subtle and realistic, the proportions are just right (to my taste anyway) especially her eyes! You just hit something just the right way and she looks terrific!

For the body I'd say generally it's just too smooth and lacking crisp detail anywhere, but again, I think the proportions are nice! Just need to sharpen up the topological detail a bit and bring the rest of her up to par with that lovely face... :applause:

pipari
08-31-2004, 08:05 PM
Thanks for your comments :D

Carm3D: Thanks for the nice ref page - I appreciate it :) Here's a side view for you (I remodeled the throat area though)

Bangladesh: Tack så mycket :p I'll do separate maps for the head, body, hands and feet :)

T4D: Thanks for your comments & tips. I guess I could give you a chance to test my plugin B> Be warned though: 1) it uses SSE/SSE2 optimized vector math classes by Intel: I'm not sure if it functions correctly on any AMD boxes (It should since newer AMD processors have SSE & SSE2) 2) The fake subsurface scattering doesn't work too well with shadows 3) You can control only specularity and diffuse chanels (through lightwaves surface properties)

Fongool: Thanks for your nice words I'll add some details as I go :) I think I'll give her a nice pair of ears next B)

http://www.uta.fi/%7Ern58847/cgtalk/render5.jpg


http://www.uta.fi/%7Ern58847/cgtalk/wire3.jpg

shserge
09-03-2004, 09:33 PM
The face looks good! How we can know what you are doing? Do you have any site, where you say about your shader?

webhead
09-04-2004, 12:48 AM
Very pretty, very lady-like. Good job! :thumbsup:

vrljc
09-04-2004, 04:25 AM
Three things that I noticed. The first is the proportion of her head to her body. I could be wrong here, because I am seeing a front orthogonal view of the model, but from the front views I am looking at, her head seems a bit small for her body. I am saying this because I did a quick measurment of her head, and measured the entire body and she came out to be about 8 to 8.5 heads high. An averaged proportioned female usually comes out to about 7-7.5 heads high. However, if she is a runway model, then by all means, keep the proportions.

Second, her lips. Take a look at your lips in the mirror and notice how the redder pigment of your lips does not come to a screeching halt as it fades into your skin pigment. There is a gradual gradation between the lips and the skin.

Third, her ears. I know you are not done with them, but here is something to consider when you move back to them. Again, I could be wrong here because I am not seeing an orthogonal view, but her ears also seem a bit small. Again, if you look in the mirror, you will notice that the top of your ears line up with the outer corners of your eyes. And the bottom of your ears tend to line up with the corners of your mouth.

Other than that.....keep up the great work. Just as a last step, always remember to unsymetrisize her, such as slightly offsetting the shape of one eye or a corner of her mouth. Symetric faces look spooky! And finally, one breast is always slightly larger than the other.

Cheers!

-jon

CGTalk Moderation
01-19-2006, 12:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.