View Full Version : Girly character concept >_>
Haha that's nice and vague huh. I'm not set on a lot of things, or am flexible, whatever. Either way the title is fairly ambiguous ;) Here is my 2nd/1st plus restart attempt at a human character and subdivisions modeling. I'm using nurms in Max 6, usually I polygon model "low poly" (subjective) cars for fun, animation learning, and GTA type games, so this is something of a baptism of fire.
I started out in like September and the project has crashed and revived with months in between a few times. This time around it's been going a few days and imo is unrecognisable compared to a "before" shot, which I'm not sure if I would wanna show bwahaha :D Finally I think I am starting to get a cute or at least pleasant look to the features, I like the face that is taking shape very much, so I need to be careful about the rest of the adjustments, along with all the deform, rig, and cloth modeling questions I'm filled with this is a large reason to show my little WIP here for you. The most recent changes have involved lots and lots of reducing under the chin (swollen glands o_O), bringing down the tip of the nose and widening it (the uhh, how to say, the tallness of the nose is still too narrow from front viewing, and so is something about the chin/mouth and cheeks that I can't place at all...), altering the neck (needs changed proportions and detailed), and trying to work out how hair is made, or at least experimenting with the junk I read about. The hair at the moment is made from butchering and restyling locks from a downloaded model in an attempt to work out how to polygon model this stuff. I am examining a lot of wires and material about alphas vs. polygon hair etc, and I'm going to start trying to get the hair replaced by something of my own asap. The whole tied back bit is all wrong wrong wrong but gives some marginal idea the end direction...
Huge rant, some pictures for now. I'm going to work at the kimono and some other outfit parts today I hope... and try to make an eyelash texture (know how but is proving difficult) The texturing on the face is very light, badly mapped, and is procedural only, the eyeballs are getting their edge detailing etc too. I want to unwrap to a full 1024 once I get the face nice and set but this helps me see for now. Eager to get to trying to learn expressions >_>
There is an orbiting test clip viewable at http://www.elite-tek.com/upload/upload/concept360.mpg. I'll get some wires, files are difficult to transfer right now though. Arg attachment is bitching... hold on for pics.
Edit; Picture -
http://img268.echo.cx/img268/3969/mkaan0531ax.jpg
Finally worth a first post update - 18/06/05
http://img260.echo.cx/img260/2006/mkaan2591aj.jpg
|
|
dmonk
05-25-2005, 12:02 PM
Nice start and the hair isn't looking bad at all. I think the pony tail could use a bit of work, but it all depends on what your going for.
Nothing really sticks out to me, so I don't have any crits.
I'll keep chacking for updates!
Keep it up!
Thanks dmonk for the infos here and your own thread ;) I'm playing with alpha maps and things at the moment (first time I tried layering opacity, diffuse, bump AND spec together) and I dunno, it will work I think easier than I thought, but not so much easier :D At the moment theres a lack of volume in the topknot bit which should be much "poofier" I guess, but not crazily so, it will be hard to get that right. The picture of Ayame from Tenchu in my avatar is a good idea of the sort of thing I will be aiming to steer towards, but not 100%. Somewhere between that and this sort of shape seems nice to me and the framing is good for this sort of face. Erm I think. I'm going to trial a sorta crazy idea combining alpha hair applied to "backless" sculpted locks. If it works it might WORK. I got no hair tools and such and doing things manually is edumacational, and feels nice when it pays off :)
I'm trying to decide a couple of layout considerations for the motifs in my planned outfit, then I will try and photoshop a sortof facsimile picture deal to show the idea. I will probably be using fairly incongruous combinations to most people's tastes, but I have a fairly specific plan I'd like to stick to :D
Cheers!
dmonk
05-25-2005, 01:06 PM
Good Stuff.
One thing I just spotted.
The ear: It either needs more detail and refinement or less. (if you know what I mean)
Just a suggestion.
Hehe I just dropped in to edit a Q and caught that. Yeah another person has mentioned what I had chalked up to lack of texture, but I think since you have also mentioned it, I should try what I pondered, which is slight exaggeration of the "shell" effect the outer ear should do, and I'll try and make the ear canal more 3d. Does that sound sorta what's up there? I agree there's somethin up definitely.
The edit question; Is there someplace a person can learn facial deforms for noobs (how to create, store, and swap between them) which has good solid info on standard, common techniques? I have too little knowledge as yet to know if say I found myself some guide that set me on a really odd course. It seems like it should be done right (the model uses correct edge loops as far as I can tell. Alls I need I think is teeth and a tongue/inner mouth). Is this also the sort of thing that's plausable or advisable to have done for you to look over and learn off when starting? I'm *very* keen to mess around with these things, which I could possibly learn without waiting to model the whole body and things first :/
Spammy morning, I'll cool off for a bit and show some hair experiments and clothing concept later on :)
Thanks for watching.
dmonk
05-25-2005, 01:19 PM
There is a book called "stop starng" i think it's a pretty good read and would be helpful.
What software are you using. I knw some good XSI tutorials and Maya just released some training vids that seem to be on point.
I'm a little spammy today too. I don't start work for another hour and even then I'm going to be a little bored.
Cheers, I'll look that up ;) Literature usually helps and I need to get some less esoteric training and reference one of these days. I use Max 6 but only really started seriously learning last September or so, a lot of the less static elements are still Here Be Dragons :D I only recently even stopped using the scanline render o_O
Bwahaha work is the necessary evil to allow more 3d playing :D And I saved up some more spam;
Ok, random stuff. I didn't get to model a single polygon thus far today and its almost half past four T_T Damnit. Well, here is the concept for her outfit, I am gonna do stuff which people will probably think is pretty strange combination or just they might go "wtf is that" but as long as people are slightly alarmed it's as good as approval I suppose :D She will probably have fairly business like gloves and such, this sort of thing is what I mean. But gloves and such can be removed and readded, this will be the main of the outfit. I can't pick shoes :/ Bootses or little wooden cheapy sandals, I dunno what.
Drunken photoshop buccaneering, shiver me timbers. Hahaha I still write like a little kid, it's getting worse rather than better, the graphics tablet exaggerates it but it ain't entirely responsible. Hopefully you can all tell what's sposed to be going on. It'll probably depart from traditional cut in places that will be bitchy to animate and stuff, but otherwise fairly orthodox apart from the kinda far out print.
The camo design was made by a company called Ba-tsu(?) or something like that for Battle Royale 2. BR is like my favourite movie ever, but the sequel really sucked ass and seemed tacked on and just shouldn't have been allowed to happen >_< All the same, I fell in love with this camo design, it's kinda creepy to me for some reason. The laurels are made from the BR Act logo. The inner wrap petticoat thing will be white because that suddenly makes it look more correct and recognisable as kimono, standard issue as it might be. Red lining to match and for fun, black lining for camo to avoid too much brightness.
http://img226.echo.cx/img226/7141/kimonopattern9pe.jpg (http://www.imageshack.us)
And a hair alpha test. you can see how it's set up from the viewport, it was a lot more effective than I expected. But that render time is really really terrible. These settings render the whole head in 1:30, but this took 51 mins O_O That is not gonna swing, missy. I need to work out some more experiments and such. But this seems encouraging. I'm trying for an oriental sort of hair texture I suppose. The noise in the bump and spec seems to be working but might be overdone, or not enough(?)
http://img260.echo.cx/img260/8726/hairviewport4ko.th.jpg (http://img260.echo.cx/my.php?image=hairviewport4ko.jpg)
http://img24.echo.cx/img24/4366/hairtest28ig.th.jpg (http://img24.echo.cx/my.php?image=hairtest28ig.jpg)
Considerin it's just a "double tube" it seems pretty effective. Or like it could be.
Lemme know what yas make of all this junk.
JetroPag
05-25-2005, 09:33 PM
Wow. she looks so cute. Can't wait to see some more progress. :)
Thankyou :) I think she is starting to look it in a "must stay humble" kinda way :D Hehe it is like walking on eggshells, I adjust slow and careful in case I spoil the look somehow, I dunno where it came from but I would have had to try hard for it otherwise O_O
Cloth modeling is going mix of good and bad. Good = it's improving fast. Bad - it started out pretty bad :D I am redoing patches of bodice before I'm done on the first arm :D I'll take another crack at the bow in the back of the sash as well, it turned out not as simple as I thought >_>
I'll try for something to show soon as ;)
Cheers!
Edit: Here is some preliminary kimono geometry. I forgot a damn wire again >_< tomorrow I promise. Once I got going it got easier and pretty much went ok in the end, I guess. It's tough to control this virtual poly junk o_O Across a car I can understand but yeah that's another story. I got rid of most of the bumps and bulgy bits. I like the back and the front of the armpit area, the folds worked better there. I flipped the arm over to show how it sorta will look for the one picture so they won't stay mirrored for both arms, I could remake the other or readjust a clone or whatever. I'll probably just model another sleeve to get practise anyway. I need to get the layers for the collar worked out but I can't decide how. I might do something like seperate collars stacked inside each other, I don't really know. Lash texture didn't really work. But almost, I'll keep trying. It's hard to paint the map good o_O
http://img260.echo.cx/img260/663/mkaan0615ge.th.jpg (http://img260.echo.cx/my.php?image=mkaan0615ge.jpg)
http://img279.echo.cx/img279/4453/mkaan0621eg.th.jpg (http://img279.echo.cx/my.php?image=mkaan0621eg.jpg)
matty2x4
05-26-2005, 05:00 AM
Shes looking good.
Nice hair solution, I've tried hair on some previous models and I think building your own solution is the way to go. Hows the ear coming along? I have a kick ass ear modeling tutoral on pdf some place if you want?
Oh I also like the patten in the texture, nice use of a font.
Matty2x4
Thanks much :) I didn't move on the ear yet due to all this learning cloth attempts, but another reference might go down well for sure :D Can't have too many...
Here are some wireframe viewports of the face and cloth topology. The thing about having clean mesh at elbows etc while those being where things fold a lot still really confuses me and I don't know if this is a good balance or completely impossible to deform. I figured this kimono will maybe let me "beanbag" some aspects at first anyway, which might help. The sleeve and body are 100% quads and everythin but yeah I'm sooo lost with most of this.
Face;
http://img212.echo.cx/img212/6166/facewire13cj.th.jpg (http://img212.echo.cx/my.php?image=facewire13cj.jpg) http://img213.echo.cx/img213/552/facewire26ag.th.jpg (http://img213.echo.cx/my.php?image=facewire26ag.jpg)
Kimono;
http://img260.echo.cx/img260/24/clothwire17rs.th.jpg (http://img260.echo.cx/my.php?image=clothwire17rs.jpg) http://img212.echo.cx/img212/3072/clothwire25lp.th.jpg (http://img212.echo.cx/my.php?image=clothwire25lp.jpg)
Oh yeah the whole right side (her right I mean, not ours) is still a flipped sleeve with big chunks of bodice hanging off mirrored, so ignore that side entirely I guess for the wires, I just knew I'd never get around to posting them unless I did right now :/ I make that next and try to sort out my gloves. I managed to nail the last bits of sorta puppy fat riiiight back under the chin, but still can't tell wtf to do with the corners of the mouth/lower lip. Something still isn't right and it's hard to tell what. After looking at the WIP of another user who made a very oriental looking girl, I made the mouth a little less wide, but the lower lip is still too large, but yeah the reshape I can't work out where to go with. Hopefully that will also solve the last few issues with the absolute front view. the 3/4 face views from slightly above are exactly how I would like now pretty much...
edit: Oh yeah im'a screw around with some relax modifiers set to negative values probably because I saw it used a few places and some minor tests I did with this thing worked pretty decently. I'll try some things and post "which one?" type comparisons when I do...
More stuff. I even remembered to bring wireframes this time ^_^
Here are her hands. They were really hard to make correct x_x but it got a *lot* easier as I went along. I think I'm starting to adjust maybe :/ I made rings to add some detail, so I gave her the rings I wear on my own hands, The texture on the celtic one needs work loads, the other one needs a white jade material, this is of course all just basic material and little procedural mappings. I think they came out nice enough I won't need to hide them in gloves, I tried for sorta thin girl hands and it mostly worked. The smooth does wierd stuff around the fingertips cus of the nails, maybe I can sort that out without too much loops and chamfering and stuff. If not I'm happy enough for meh first hands, I will add the two little tendon lines inside the wrist, and the bump of the wristbone and call it a day for geometry detailing on these hands. I will try to bumpmap and texture the little wrinkles in the palm and knuckles and things when I get to doing that part.
Ok, here are pictures for you;
Hands;
http://img260.echo.cx/img260/3448/lightfingers133mq.th.jpg (http://img260.echo.cx/my.php?image=lightfingers133mq.jpg) http://img88.echo.cx/img88/8088/lightfingers159tx.th.jpg (http://img88.echo.cx/my.php?image=lightfingers159tx.jpg)
Control mesh of the hands;
http://img50.echo.cx/img50/3944/lightfingerswire9ok.th.jpg (http://img50.echo.cx/my.php?image=lightfingerswire9ok.jpg)
SubD of the hands;
http://img199.echo.cx/img199/6926/lightfingerswire27jc.th.jpg (http://img199.echo.cx/my.php?image=lightfingerswire27jc.jpg)
I will try to resolve the ngon in the crook of the thumb and forefinger. Oh yeah and the torus shaped ring has many revolutions just because I wasn't thinking clearly, I'm not quite used to this SubD deal yet after all I guess ;)
Thanks for watching.
Komarcic
05-26-2005, 11:16 PM
WHY doesn't anyone with good modeling skills make a model of Jenna Jameson??? :)
Nice modeling man, I like it. I'm using Max too and hair is something that realy drives me crazy. My advice is to use NURBS when you're modeling hair- maping is very easy, just put UW map and material sets all alone, only maybe to flip U-W direction. Over hour for rendering?!! About hands, maybe to correct thumb. Anyway I like ya work. Keep on!
the_WrongChoice
05-27-2005, 03:17 AM
looks pretty good and cute :)
about the mouth... you may want to add more edges in that area to have more control and then just tweak it until it looks better and all :)
sound too easy though lol
Shonner
05-27-2005, 03:26 AM
How did you do the hair? Can you show a wireframe for it?
Hahaha let's see here...
3d_guru; Give me time to get this stuff down, and maybe I'll think about something in completely indefensible taste, or just a pornstar, or anyone else a cross section of people would get het up about ;) Bwahahaha....
docaml; That's a cool idea, I think I'll take a closer look at the nurbs thing, cus they're nothing I've messed with before and actually pretty fascinating from the little random lumps of info I've got. Seems like yeah, the format would be pretty nicely leaning towards that sort of flow and shape, easier to produce it like. Cheers :)
wrongchoice; I looked at it last night and I wondered at some point if the problem is lack of definition due to edge loops. I'll take a long hard look at the whole mouth area and see if I can get some more control loops in there clean. And yeah I think I need to just tinker.
Shonner; The hair I think I hit on but didn't like elaborate at length over, at least here. My threads all read the same unless I switch it up so things may get missed :D The hair is at current a mixture of reborked and rebutchered locks lifted from a free reference I've had around to check the skull size, shoulders and arm length, and the scalp mostly is pretty unchanged. Right now I'm working out the various parts I want to remake and do better, so I can move on those and throw out the old hair. Using reference is good but borrowing is not good ;) From various reverse engineering attempts and browsing people's threads here who've tried non plugin based hair, I think I can just about pull off a passable 'do. I'm still really failing to decide anything about materials. the alpha test looked great but took 50 minutes for a pair of tubes with texture >_< I can grab a frame of the hair topology if it's still interesting, but I cannot take the credit for it (it was originally shorter and had two little bun things instead of a topknot, but I still don't think it counts as other than the borrowed hair, so I must replace it even if I hadn't been intending to hehe). By way of idle observation the scalp is skull extrude based, and the locks are tapered blocks with a close chamfer running the "top edge" perimeter...
Hopefully new hair is next. I'm thinkin what to do next too after hooking up the wrists. Neck and collars? It might be good to get above the waist fully sorted first...
Cheers! :)
sekopasa
05-27-2005, 12:51 PM
I think hair looks cool but you can give some volume back with some more weeds.
Gravity
05-27-2005, 04:15 PM
That's just great! Head is well-made. I do not know why don't you use Haircut plugin for hair, but it's propabely your choise. Next I really like the composition of her hair - made her sexy and all XD. But for now it looks so common. Try to add something that will make her diffrent than other 'hers' here, on CG talk.
You're preety skilled i do not even think about creating characters on my own - it's to difficult for me.... for now :>.
Cheers, and I'll keep my eyes on you ^_^
matty2x4
05-27-2005, 10:23 PM
Here are some links to ear tutorials...
I use the first one
http://www.3dtotal.com/ffa/tutorials/max/joanofarc/ear1.asp
http://www.evil-plan.com/ET.html
Good points on the hands, I might ad that girls hands are a bit thinner. They dont tend to buldge out after the wrist (to the palm) like mens do, its generaly more of a soft taper, that will also give them a nice elegance.
Matty2x4
Yeep. Hehe thanks guys ^_^ I recognise so many names from looking at threads, and everyone is really showing crazy work on this forum, it's kinda startling to get big compliments in the setting ;) I will do me best to keep on improving here.:applause:
sekopasa; I'm trying more tests to make this alphamapped 3d locks idea work, replacing the hair with my own new hair all over the head, and I will be definitely adding more weeds :thumbsup: More volume and stuff to make it interesting and more real pretty much.
Gravity; Thanks much ;) I would tinker about with some hair plugin stuff but I don't have access to any that I know of, I'd really like to check em out, but I think I'll also prove a sucker for poly based hair hehe^_^ I think if you have considered making a character model, you should go for it ^_^ It gets much easier as you go along believe me, and I was really intimidated at first. Places like this are what you need ;) Good luck if you take it up sometime ^_^
matty; Thanks for the links ;) I'll do somethin about those ears now I have a few more refs and stuff. I think they'll be useful ^_^ Haha I was playing some Tenchu, again, and doing the hanging on the wall thing waiting for some jackass to turn his back on the ninja chick, and I looked and thought "arg, I made man hands! o_O" Hehe I will taper the palm heel sorta area and also deal with some bulginess in the pinky and ring finger that I noticed...
Ok, I came without candy, but I'll post something when I get some progresses rendered :D
Cheers!
Ok here is some stuff. I am starting to feel pretty sick so I wasn't able to do loads of stuff I wanted. I played it safe and just did self contained things so I couldn't bork up her face or clothes or anything.
Here's some WIP hair geometry stuff. I turned off the alpha to get a fastish render, kinda works ok anyway I guess. I'll finish volumising the topknot then do the new scalp and free falling bits. Kinda wierd making hair, gettin used to it though.
And I kinda started on a sword, it sucks as an idea but seems like an ok place to start if I wanted to have a direction to take animation in after like walking and things. All the mapping needs moving around and stuff too. Maybe I can make something else, I'll have to think of something that fits the scene and the character. I was gonna do a shinto shrine dealie thing. Didn't try any architecture yet... or trees o_O
http://img278.echo.cx/img278/2835/mkaan0907jc.th.jpg (http://img278.echo.cx/my.php?image=mkaan0907jc.jpg) http://img290.echo.cx/img290/6384/mkaan0927os.th.jpg (http://img290.echo.cx/my.php?image=mkaan0927os.jpg) http://img267.echo.cx/img267/3438/mkaan0937ip.th.jpg (http://img267.echo.cx/my.php?image=mkaan0937ip.jpg)
Excuse the omni crap and sampling, I feel really spaced with whatever this bug thing is and it's suddenly really hard to set renders properly >_<
Cheers!
BAEKON
05-28-2005, 07:28 AM
Hey your progress is coming along pretty nicely. I think the only thing i see wrong with the model are the ears. The middle inside ear needs to expand bigger. i can't wait to see this character textured, i'm sure it'll be amazing. good luck
-alex
Wow, thankyou ^_^ Your own WIP (the feudal guy and scene) gave me some ideas about how I might go about some stuff with future directions for the model, it's really something to shoot for. Thanks for showing ;) I was given some cool links to help sort out the ear, so I will I think try to sort that today due to my tendancy to put things off. It's good when people point the same stuff, because then I really know it needs dealing with I guess :D
I did more sword, pictures of that and anythin else I manage to lash together later.
Cheers!
Edit: Oh, yeah. I want to try and mess around with the clothing and remake the collar and cuffs so they appear much MUCH less thick/chunky, and are narrower, and seem more crisp. Like old timie japanese clothes sorta. This character seems to be pretty dateless but I would love to make that look. I was wondering about trying out shell modifier for the skirt part of the outfit, cus it is lined... is that maybe a good way for the top half as well? I will model the collar and cuffs anyway I think, but for some stuff like inside the sleeves it seems necessary (because the two layers of clothes are lined a different colour each, see the picture idea of the outfit to get how I mean). Anyone who has unlike meself tried shell modifiers and/or clothes like this please lemme know what seems best. Thanks ;)
More edit: Where the fork is "relax uvw"? Utilities panel? It's running from me, and I wanna see about some preliminary face mapping stuffs. (Yeah, I always do this and try out everything at once, but I got a lot to learn and I'll cut it out eventually :D)
Perpetual editing; Since it took me 2 hours and 5 tries to get a render that sucked anyway, I am gonna take this as a sign to nap for a while before attempting mass face adjustments (all the stuff you guys helped with so far I hope). Here is a bit more sword. I diffuse mapped just the couple surfaces I can do with planar mapping while half dead o_O With the other surfaces done and some bump map (I'm just starting to try bumps with this model and want to use fairly heavily... maybe even other things) I think it will start to look pretty neat. Damn blown out render T_T
http://img90.echo.cx/img90/6303/agito0010rv.th.jpg (http://img90.echo.cx/my.php?image=agito0010rv.jpg)
Thanks.
alex.h.
05-29-2005, 06:08 AM
great work mate and :thumbsup: :thumbsup: :thumbsup:
alex; Thanks much mate ;) Ill keep doing me best! Keep doing what you do :thumbsup:
Worked at some shoulder topology in ze evening and it worked out easier than I expected, but I have stopped just above the armpits to do more preplanning for a really good arrangement around the top of the clothing. I decided to try something a little different arranging the collar area and it is one of those "why did you model that this way?" things I think, because the plan has changed some as it went is really the answer. The idea was originally to arrange the top in a more fallen around the shoulders manner (modesty intact, but you get the idea) like a character I noticed in this game, but then while adjusting a placeholder collar I noticed I'd like it to be like that on the left shoulder only. This sort of thing I'm sure most would handle by modeling the whole torso, then making a "properly on" cloth and adjusting it after on a copy. I dunno why I'm modeling it this other way and probably it is mostly just for learning type technical reasons. It seems like a challenging arrangement from here for sure. Making the body anatomy is proving really slow work but very satisfying when it goes right (I am using a sort of mid detail, and not trying for life realism but for some correctness at least). I'll post some progress and wire in a bit so people can get a look at the polys and tell me what's good and not so good.
Cheers!
Edit; Ok, update. She is starting to look nicer/more realish I suppose. I stiiill can't get the mouth right, but things are improving. I did a first pass over the ear, but it has now developed a very sharp edge inside the outer edge, so I'll go back and work out how to deal with that. Haha looks the same from here now, arg. Days of little adjustings in the face and things basically, hair is still as was ie half done and half placeholder. the hair as I'm doing starts out as primitive cylinders basically, I can explain how if anyone wants to try or whatever. Her collarbones are pretty sharp, and atm are kinda like my own, but I want to soften them out a little anyway. The back has too many strips of polys down it I think... I added darts at the neck to help shaping and because I was sure it would end up needing them, but I guess maybe not. I'll maybe rework them down to fewer rows. The polys right at the bottom of the arms atm are quad darts rather than triangles to be watched for, I'm using those to alter the structure and allow for the arm shape blah blah. I dunno how I'm doing, she looks frankly better than I expected so far. Oh yeah and you can see what I was meaning about the top of the outfit kindof. Flog my topology please? :)
Collar test/cloth practise, mesh;
http://img187.echo.cx/img187/6770/mkaan1281gd.jpg (http://www.imageshack.us)
Subd (nurms) wireframes;
http://img174.echo.cx/img174/6720/sub13dl.th.jpg (http://img174.echo.cx/my.php?image=sub13dl.jpg) http://img268.echo.cx/img268/2403/sub21hy.th.jpg (http://img268.echo.cx/my.php?image=sub21hy.jpg) http://img174.echo.cx/img174/6084/sub35fu.th.jpg (http://img174.echo.cx/my.php?image=sub35fu.jpg)
Will add cage wires in a second. Though they are pretty much the same. I dunno which ppl want ever. Ah crap, I shoulda put it in flatshade >_<
...and here they are;
http://img274.echo.cx/img274/1701/cage19ts.th.jpg (http://img274.echo.cx/my.php?image=cage19ts.jpg) http://img170.echo.cx/img170/5733/cage25db.th.jpg (http://img170.echo.cx/my.php?image=cage25db.jpg) http://img176.echo.cx/img176/7596/cage33sz.th.jpg (http://img176.echo.cx/my.php?image=cage33sz.jpg)
Cheers.
Daemos
05-30-2005, 12:52 PM
WHY doesn't anyone with good modeling skills make a model of Jenna Jameson??? :)
Quoted for agreement, i love the model so far,i like your hair solution.
Edit: Could you show me your low res wire for the blade?
Thankyou :) I forgot the low wire for the blade, agh :scream: Hehe I will post one with the next pics, promise ;) Little update; I couldn't decide how much torso would be required for the shoulder/collar arrangement, and I have kinda a thing for the female midriff >_> so I jus kept going, almost at the good bit hehe ^_^ I guess I will probably model her whole bod, it is proving yet more very good practise so far, and is turning out ok enough for me to want to continue. It's really hard to try and make her look nice and a pleasant shape in a sorta womanly way without being I dunno, sexy. Some ppl will know what I mean perhaps. I tried to avoid a "bolted on" look in the chest area and might make the breasts smaller even :P My cup guestimating seems to not work in Max, arg. Kinda working overall, we'll see. There are proportion tweaks and stuff to do on the areas I made so far and blah and yeah.
I feel almost like a bastard posting topless pics :P Bwahahaha. Organics is beating mechanics modeling 8 ways from sunday so far. This rules, and planning structure concerns etc are a consistent challenge again. I'm feeling fairly converted...
Anyway here's some little progress and some wire to pick apart :D
http://img244.echo.cx/img244/1635/mkaan1323uv.jpg (http://www.imageshack.us)
http://img267.echo.cx/img267/6099/mkaan1313pr.jpg (http://www.imageshack.us)
http://img244.echo.cx/img244/5057/mkaan1335tf.th.jpg (http://img244.echo.cx/my.php?image=mkaan1335tf.jpg) http://img263.echo.cx/img263/3408/mkaan1349vg.th.jpg (http://img263.echo.cx/my.php?image=mkaan1349vg.jpg)
Cheers!
Oh yeah, excuse lack of weld, sorry. And low lighting, trying to reduce the constant overbright in my pictures. There's probably other things too... pfft >_<
Wow, tough crowd tonight hehe. Here is another little update. I'm starting to wonder if I should add that warning nudity thing on the title... I dunno what the fuss is about though. Equating chicka here to a nude is ridiculous imo. Someone can probably tell me what the public barometer is though. Hell I'll be making some undies for decency's sake soon as I get past the hips anyway. So forget it I guess.
Rounding things out and stuff, if you'll excuse my french the crack of her ass is tricky. Adjusting. She's still pretty umm girly up top, but a little less so, starting to get the hang of controlling the subd a bit more.
Dagnammit, I forgot the sword wire again. I'll do a proper exploded view of the low cage and finish the hilt as well >_<
http://img138.echo.cx/img138/5830/kaan1379rd.jpg (http://www.imageshack.us)
http://img138.echo.cx/img138/5507/kaan1383mx.jpg (http://www.imageshack.us)
More in a bit. You're over the worst of it now ;)
Ducimus
06-01-2005, 03:23 AM
Looks really nice, the geomertry looks great as well, keep it up...
matty2x4
06-01-2005, 07:21 AM
looking good!
You might want to smooth out the collarbone neck area (just a little) I know its stylised but I keep finding my eyes zinging straight there because of the sharpness of it. Yes even with the great modeling of a great body my eyes still go there!
Just a thought.
m2x4
Thanks much ^_^ Hehe I have learned *so* much about topology from browsing the WIP threads here, thanks to everyone who ever posted a wire are really in order :D
Loads of tweaks and some progressness. I might add darts down the thigh to create the uhh, whatsit, the big muscle pretty much. I'll look into what level of detail I want, what these loops have to offer, and blah blah. Fattened out her tummy a little, moved the hips up and out (want a long slim look, but not overly tall, still correcting this area). Thigh juncture is hard to get sufficiently rounded out without vert crowding. We're gettin there. Lack of weld is makin her butt look wierd, it's lookin ok last I checked welded down the centre seam. But I'm a caveman and work in "editable mash" (don't have a heart attack :)) with a mirrored reference so yeah, I'm too lazy to reweld all the time and I live in fear of vert mashing. Anyone who feels like updating me on automirror crap should feel free :P
Getting towards the figure I'm after, and the mesh is less borktastic as time goes on;
http://img153.echo.cx/img153/4048/kaan1461ho.jpg (http://www.imageshack.us)
http://img153.echo.cx/img153/1298/kaan1478dt.jpg (http://www.imageshack.us)
I'll leave the other pic up for comparison. Sorry 56k slugheads >_<
Note to self; Break down, cry, and ask for help with the mouth. 7 months is too long to be dissatisfied with it...
Edit; Hey Matty ;) We posted at the same time hehe. (Revision; No, I'm retarded, I didn't see page 3 haha) Yeah that collarbone I thought I'd be able to live with, but the rest is goin better than I thought and it seems worth going back and trying to soften it up. I've noticed some meshes where people have made it look good with surprisinly subtle verts. Thanks for the whap round head, I'll get on it ^_^
Another note to self; unflatten butt, but also address lighting exaggerating this effect >_< Trust me both are present hehe.
blakjak
06-01-2005, 08:30 AM
Vry nice work Augh:thumbsup: She reminds me a little of Ayame from the Tenchu : stealth assassins game. I really dig the work on the hair and the sword. If I have a critic , I would just say that her shoulders seem a bit too far apart, like I think they should be closer to the neck.
MadMeph
06-01-2005, 10:35 AM
That's a nice looking model you go there. I like the semi-cartoony style.
Any change of seeing a wire of the body? I'm curious to see the mesh :p
the_WrongChoice
06-02-2005, 07:13 AM
looks really nice so far, it was already mentioned and i would also suggest softening things up a bit..
THECLYKE
06-07-2005, 01:39 PM
She looks sooooooooo hot.....I need tips on hair could you give me some pointers? Click and follow the blue link to my thread.
keep up the good work:thumbsup:
Thanks guys :) I have 3d and intarweb on the same computer again at last so I will try to upload the stack of promised wires and things I've managed to run up. Progresses also to come but I needed to see if this thing is looking right atm.
http://img71.echo.cx/img71/5701/skellington6an.jpg (http://www.imageshack.us)
If it isn't clear what it is I really screwed something haha. I decided to try and keep things managable for my first skellington so I went with just basics plus clavicles and two part forearm/wrists. The tail end of that Joan tut is my main source of guidance so far cus a lot of really knowledgable peeps are around on the help rigging forum here, but there are many dead links and site troubles for people atm it looks like. I had to manually mirror and rename all teh leg and arm, hand bones hehehe that sucked kinda. I'm going to I guess bite the bullet and begin trying to assign my girly to the skellington. Seems like there's loads of leeway for annihilating my model here so I'll go with loads of backing up and shiz.
Wish me luck :D I need to find out how to group bones and stuff correctly, arg. Like how to parent my hands and thingses. Erm while I normally don't make such requests/openly court chat addys my MSN is listed and I am online often/most of the time... (have no life, too much 3d to learn) Pretty eager to learn to rig and pose after like 9 months making myself a puppet, so learning from some rigging type people might be pretty neat hehehe. Thanks anys and all.
Ed: Solved the rigging parent issues. Taking a break from that before slaving the mesh to dem dry bones. Belated update. We're going to San Andreas boys and girls ^_^
Mid 90's killwear, making it to echo the mute GTA3 player character (best player model evar) This was going to be the "modern version" so it was pushed forward since modeling dress things was a bitch anyway. Blocking out teh sleazy biker jacket atm. My GF bought a shirt that looks just like my cropped temp top thing o_O So I am keeping it with revisions hehe.
http://img260.echo.cx/img260/9837/mkaan2050ww.jpg (http://www.imageshack.us)
Avast!
Cleveland
06-10-2005, 05:32 PM
great stylized modeling. subtle and elegant. no crits. can you pose her yet though??
cleveland.
THECLYKE
06-10-2005, 06:01 PM
off the chain.....off the chain
CLYKE; I'll try to keep things at this level man ;) Thanks for the support hehe.
Cleveland; Having seen yer posts about it's definitely reassuring to hear this crit from you man, thanks much ;) Right now I am trying to get to grips with envelopes, things are a mixture as always of good and bad hehehe. So short answer "not yet >_<" hehe. On that note the damage report for ppls general consumption is...
I'm gettin rogue vertices and such outside of the envelope, was advised to use painting weights but it doesn't seem to like me. We'll get there hehe, I suspect the problem is just my lack of familiarity. The other major skin prob to date is that things seem to be overly eager to deform. Say if I bind the eyeballs to the skull but not skin mod them, this would seem to be the way to make them track its movements in place, but they seem to be insisting on deformation. Might be a property of the bone instead? Beats me. Also this tends to happen under the skin mod to more of a degree than I would like. The lower leg for example deforms globally in a manner that is nice for the calf muscle, but warps the length of the limb and such unacceptably.
*much pacing.
I'll keep trying ;)
LouisBrowne
06-11-2005, 05:40 PM
I like this, hair esp. You've got a good eye for shape. possibly, soft-select, move the nose up and a little out.
Good stuff
EDIT: Oops you already did that on page 2, well spotted :)
FabioMSilva
06-11-2005, 06:43 PM
very nice concept and modeling.
just wondering what happened to the kimono. i really liked it(sorry, i didnt read the full thread cuz it's kinda long).
Thanks both :D
Snake; It's safe ;) I needed a current (as in present day) outfit for low poly experiments and something cooler to work on for general Max use (which would be the kimono outfit), so it will be back soon ;)
Don't suppose anyone knows how to stop a bone, or skin modifier (could be either?) makin things shorten as they rotate an stuff. Like an arm becoming shorter and fatter o_O
oh the plus side the hand rig is like 80% working. There is a bit of collapsing in the base knuckles still to work out, and a couple of "weak" verts. Havin trouble with this shortening problem tho.
Hmm more trying stuff :D
Tahl'eN
06-11-2005, 09:47 PM
The rotation problem sounds like something above the bone you're rotating has a non-uniform scale on it. Probably the direct parent of the bone in question, otherwise the effect should be more widespread. The fix for it in Maya is to freeze the transformations of the bones, I assume the same is true in Max, though I don't know where it would be exactaly.
*me snaps fingers
That sounds really promising, and like I might know how in Max.
Back in 5 with tales of disaster :D
Thanks!
Edit: Rats. I figured that would be reset Xform or collapse utility. Wasn't either one, but I suspect the problem is my application of the solution rather than the solution itself...
Tryin to find some cool free rig threads I had searched on here just so I can bind her to *anything* and get moving along. Seeing like little finger movements has me really wanting to rig this now...
Onwards and upwards ;)
Another edit; According To Paul Neale's site it IS the scaling thing and I should reset Xform, but I don't know how to accurately fix the axis problem that results so I shall just make a new rig and redo the hand enveloping. This is a learning process after all :)
Thanks again :D
And another; So I made a new rig pretty fast this time, having done it already once it was easy the second. I used a tip on Meister Neale's site and got the bones proportioned without that voodoo scaling. So you WERE right see :) I love this forum hehe.
We are back in business!
http://img260.echo.cx/img260/2650/mkaan2184vr.th.jpg (http://img260.echo.cx/my.php?image=mkaan2184vr.jpg) http://img233.echo.cx/img233/8674/mkaan2192iu.th.jpg (http://img233.echo.cx/my.php?image=mkaan2192iu.jpg)
Getting my ass kicked by envelopes and loving it. Tuning tuning tuning...
omgwtfhooray. This is fun.
I'm still working on the envelopes by editing the vert weights one by one, I couldn't get vert painting to werk :D Hehe I seem to be making some progresses from the initial flattening limbs, and I'm really happy with how Girly thinger is handling the deforms in general, I dunno what the scale is really so if you guys can give some idea it would help a lot. I started learnin skinning and rigging over the last 24 hours basically, I'm doing it by linking to bones and using a skin mod (I have nooo idea how standard or deviant anything is, learnin learnin...) Girly is made of like custom made up as I went geometry and seems to have a perty darn high quad rate, I tried for that mostly. All of it is like trial and error first bash at everything blah blah so yeah. General update bit there I guess hehe. So, if ppl can just continue as they've been doing while we concentrate on deforms and shiz, that would really help lots.
Here (I hope) is clip of first little neck envelope tweaks and tries at turning a little. The eyes are madly rolling just to stop them staring, don't get too creeped out ;) Just done with keyframing any movements to try the deforms and neckbones out.
http://www.elite-tek.com/upload/upload/glance1.mpg
And here is some startings on the hips. I have done the trunk but I have to go back and readjust, things started freakin out just now. Hips is real hard o_O Getting the crease not so much out of the crotch area but into a natural shape, and trying to stop her butt getting dragged around too much. I'll bring pics of the envelope colour stuff or try or something later.
http://img260.echo.cx/img260/913/mkaan2212pa.jpg (http://www.imageshack.us)
(Calf not enveloped yet)
Ok. Let's get back to it! :)
shy-guy
06-12-2005, 06:46 PM
looking great so far! the clip didnt creep me out at all :thumbsup: i dont know a lot about animation but i think the movement of the head its looking very natural... i want to see her (all of her) animated!
Thanks man :) Hopefully I can do the arms with basic envelopes and the shoes, shirt, pants, gloves once I've got her covered. They should be quicker do to going on progress so far (getting hang of it a little bit), then I can try to work out grip and walk cycle tests to help me tune those and learn as I go hehe.
My monitor turned into a degauss tesla coil and started doing shiz from The Ring :eek:, so I found I had gone crazy and bought a new monitor within a day :sad: This happened before...
Here's another marginal neck test thing. I couldn't work out timeframing or anything for the eyes so they are again moving pretty much at random. Apart from teh first little glances they actually turned out fairly anatomically possible...
I'm still doing everything with keyframing, so no movements get saved or anything. I need to find better ways of doing this, but I'm not really sure where to hang my hat. Oughta work out how to do blinks too. Dunno if that would be a rapid blendshape and back or not.
Test thing;
http://www.elite-tek.com/upload/upload/glance2.mpg
Ahh you love me really. Really!
I was gonna try and map/unwrap the face and head to begin my diffuse texture, but I ended up doing all sorta stuff and never got to it T_T Maybe termorra' I'll get to it. I sorted out the hair a little more and finally got the diffuse to actually show up. Now I just need to get the spec back under control. On a couple of the topknot strands at the top you can see the intended effect, rest has some overly vague areas, and everything needs mussing a little and bits of fringe, elf-locks and things (wispy bits around of the ear for us cavemen, uhh I think, or it's close. meh)
I was playing with an idea and went a little nuts. Also went with the "bold" thing. So drastic nongradients *are* intended, but will probably slightly blend eventually. Don't think it'll be everyone's cup of tea but my style is like that and I'm given to sortof hammerlike thinking haha. If anyone is really really still not awake this morning I'm meaning the whole cyborrz red thang :P
Hooj picture so I use a thumbnail... >_>
http://img260.echo.cx/img260/1861/mkaan2419yp.th.jpg (http://img260.echo.cx/my.php?image=mkaan2419yp.jpg)
Started a fun high poly motif since GTA is stagnant while SA:PC goes through R+D twilight. Ooh. Lots of acronyms ^_^
This is a fantastic bit of modelling, I am just setting out on a similar project of my own, playing around with concepts and a bit of modelling of the body. My trouble seems to be that I just can't get her stomach to look right, she always, looks, well, either chubby slightly or a little but too ripped. Can I get a look at a wire frame of the physique you have done, perhaps even with vertices on, just a screen shot? Yes, I know, completely selfish but I really like the way you have modelled yours. Going to give me something to aspire to and see if I can achieve a result somewhere near yours!
Oh and could you recommend any tutes, I'm just using the Joan of Arc tute. Are there others? Are you just doing yours straight from experience?
Keep up the good work though!
owenshire
06-17-2005, 01:28 AM
Truly nice work indeed. Hopefully I'll get the guts to do a character one day soon. I just started modeling a few months ago and am trying to get the hang of everything. Nice work.
Hey man, thanks for the words ;) I think we are on very similar paths haha. I'll fetch a wire of the full torso, which I realise now is on the vast list of things I still haven't produced, like a sword wire or hair tut... Bwahahaha I will get them all down soon :)
Yuh the Joan tut is pretty much where I started out, moosed around with it for months, then one day I decided enough was enough (had been going through this huge "argh she will never be cute, maybe I should stick to mechanicals" thing) and like uhh, chopped off her head >_< And messed it around a loooot against as many references as possible. Then she started to look like I had originally imagined and eventually I grabbed a ring of neck edges and just started sorta freestyling the topology.
Imo the biggest things to nail are; Joan's somewhat alien skull shape and scale (it's craaaazy, check this against a couple of refs. If you assume the pic is wrong size, you probably are just seeing the actual difference O_O The best Joan model in ze world will still have this problems imho), and; getting as many wireframes past your eyeballs as possible ^_^ It's good to look at stuff by everyone, if you like the style or not, if they are "ahead of you" or not, everyone has something you can learn from so just try to observe as close as possible. One good example of picking this stuff up is me learning the "dart" trick where you resolve two rows into one but keep all quads, from looking around this forum.
Recently I've been reading over a Silo tutorial by Tony Jung (me and gf are gonna spring for Silo ^_^ The trial is really nice and it's super cheap O_O She is learning it and I want it as a cute/neat curiosity bwahaha) which has some very nice technical ideas for a Max or Silo (or Maya, XSI, LW...) user alike, check it out at http://www.nevercenter.com/tutorials/html_tutorials/user_tutorials/character_modeling/, there is good advice and lots of neat tricks and stuff.
...turned into a vast post o_O I probably missed everything. Be back wit wire stuff :)
Ed: Oop. Hey Owenshire ;) I didn't catch yer post before mine hehehe. Thanks much, see rest of this spam for my best ideas on what to try and get into the habit of :D You can and will do it if you want to and try, remember ;)
Edit more;
Here is a bunch of wires for the torso in general, and the areas of interest/cutest bits/bits that took some working out (they all match up o_O) Sorry for the wait most of you, hope they're useful and informative an stuff hehe. I think I woulda done a lot of things differently lookin back, but the neck and tummy I am really pleased with, and those are the bits that worried me before tryin. I thought I had made far too many columns across her back, but they came in pretty handy to resolve the crotch and inner thigh area in the end.
Ok enjoy.
http://img236.echo.cx/img236/8931/bodywire10zt.jpg (http://www.imageshack.us)
http://img225.echo.cx/img225/5531/bodywire25mu.jpg (http://www.imageshack.us)
http://img236.echo.cx/img236/3223/bodywire39kr.jpg (http://www.imageshack.us)
http://img236.echo.cx/img236/5415/bodywire43te.jpg (http://www.imageshack.us)
manacrystal
06-17-2005, 07:06 AM
That kimono texture is really ****ing sweet. I love the grunged numbers and camo, really unique. Awesome modelling, this is just plain GOOD. Keep it up.
Thanks mana, Im'a keep trying :)
General question on blend shapes (haven't made any before but I'm game), will they "work" to close eyes? Maybe a kinda odd Q, but I read too much about rigging and constraints and other things I don't use fully or understand yet for my own good, and it leads to questions. There seem to be a lot of touted and or "better" ways to do most eye concerning movements, but a calm, eyes closed type expression would be extremely useful to have handy, especially now that I'm trying to take a look at a diffuse face now...
Ok thanks for any thoughts.
dmonk
06-17-2005, 05:37 PM
:thumbsup: Great updates!
Looking better and better.
Hey monk, have you been well? ;) Thanks for the words!
Stick around for the texture carnage :D We'll all need more rocks ;)
Forgot to put before; does this seem like the right point to go "oh crap, she needs teeth/cheek inners/a palate"? I dunno if I should do that right now or just forge ahead and wait till I need to worry about anything that would be opening the mouth like smiles and biting people and etc.
Cheers!
Well, here's how I did.
Unwrapping was... interesting o_O Then I spent like 5 hours trying to get baking to work correctly with "normal" shading and lack of strange, inexlicable spots and grains and crap, then decided the hell with it and just used texporter. So that led to fooling around with layering to colours and clouds and stuff and a basic tone to work on, then I painted some more skinness on from various girly pics and lancome advertisements and junk like that, to start to build up a passable skin diffuse, spec and bump. I decided to show now that I'm starting to feel blind and dead at the end of day 1 T_T The first pic has the "correct" (most correct) colouration of the three, the last is probably the most passable render/model combo I've managed so far I think, but yeah you can get the general idea. Fairly encouraged by my first foray into anything resembling "proper texturing", this could work eventually.
Excuse the GI and stuff. I'm trying to get a grip on MR again, it never quite works out.
Tired T_T
http://img260.echo.cx/img260/2006/mkaan2591aj.jpg (http://www.imageshack.us)
http://img260.echo.cx/img260/32/mkaan2601qz.jpg (http://www.imageshack.us)
http://img260.echo.cx/img260/5636/mkaan2614tk.jpg (http://www.imageshack.us)
I'll move on with more detailing and addressing the plain or pale areas next. Ears are set aside for now, as are sorely needed proper brows and lashes.
Kinda pleased overall ^_^
She's very cute ^_^
Can I date her? :) Hehe seriusly it is a great model I liked it... keep it up! :D
PizzasRgooD
06-18-2005, 09:33 PM
Hey augh, nice character! I like the hair, I'm trying to do similar hair myself (see wip pic here (http://users.skynet.be/reinhart/pizza3d/newhair1.jpg)) but I have no idea how it looks at the back. Did you use reference, and if you did, could you share some? I can only find pictures from the front..
Anyway congrats on a job well done :)
Thanks guys ^_^ Hopefully I can continue to humanise things without endangering the sorta evolving theme dealie. She seems to like the slightly cross, untanned look bwahaha.
I've been flailing around and failing to spill all on the hair so I oughta actually run up a proper recipe. Since it needs the last few bits an pieces I guess it's time hehe.
I'm game, I'll try and write up a proper formula for makin this way and how to do the current strand mapping thing (doesn't actually need any mapping, muhahaha) in PS, people I am sure can far improve on it hehe. I think I've been avoiding showing proper topknot pics due to never seeming to get around to totally finishing it off. The hair has become something of a model on its own o_O I think it has around 35 parts in there by now... it just got really out of control in a cool sort of way :D I'll get those in there. As to reference I sortof whipped the thing together just the way that seemed to make most sense and fit. It would have worked out a good deal longer except I was leery of issues with collision etc, and also just always seemed to end up short. I guess mostly it's down to the way the Appleseed characters were transferred to 3d for the recent CG movie, Masamune Shirow's 2d work and tiny bits of reference off my girlfriend haha.
Sortof a general "go with the flow", it worked out about how I prefer to see hair done, or a crude version of ;) Really a little stylised for a lot of applications having said that.
Ok, back with a recipe I hope, maybe more mask painting :)
Edit: Good start from that pic :) To prepare things so you can "scrape back" some hair into the pony if that's where you're headed, I found the thing to watch for is get some locks falling in front of the ear, the little bits that are a bitch to keep under control for anyone reading with long hair. Mostly it just takes an annoying amount of time to build up the volume. I'll make sure and include any tricks I worked out to date...
Well, the map part of the mini-tut is done, though I'm not sure really how or where one is able to display a WIP recipe which doesn't comfortably fit into modeling OR texturing area per se. I guess I will have to get that webspace working at last ^_^ The modeling part is really literally a case of my working out a longwinded way of saying "butcher cylinder primitives", but there is a fair bit I picked up I guess that would help. I'll see what comes to mind, otherwise I'll just slap the existing part somewhere and amend "cylinder primitives are automagically mapped, so set to your hair material and get arranging at near random. Once you have some volume, style it. If you can't style it, ask a girl friend for pointers (seriously)" Either way yea directions are coming.
Requested pics, hopefully they actually show what's going on in the back, it's always damn hard to tell though, since it is kinda supposed to be difficult to visually disentangle. You can see the gap still existing where I am gonna scrape back some of the hair to root the topknot properly. Also note unmapped skullcap (Don't do this kiddies, it looks like crap. I'm lazy and put it off, it's no excuse really though hehe :P)
http://img260.echo.cx/img260/2706/wippolygontopknot8jn.jpg (http://www.imageshack.us)
http://img128.echo.cx/img128/764/wippolygonhair4ul.jpg (http://www.imageshack.us)
It also occurs to me the only useful thing in the mini-tut for most people is summed up completely by looking at two of the maps. So here they are, excuse watermark and size reduction please. I doubt they would be much use to anyone anyway though ;)
http://img102.echo.cx/img102/630/strands3redline6sl.jpg (http://www.imageshack.us) http://img102.echo.cx/img102/5295/hairspec6ef.jpg (http://www.imageshack.us)
Diffuse and specular respectively, there's several variants of each in use.
Toodle pip for now.
alex.h.
06-19-2005, 08:52 PM
great work Augh, Its all look great, I wish you all great tihngs in life. see you mate and :thumbsup: :thumbsup: :thumbsup:
Bwahahahaha. You're the man alex ;) I shall keep on keeping on :thumbsup:
fabionguzman
06-19-2005, 09:39 PM
i've been watching the boards for awhile now and your one of my favs, i'm a huge comic fan so i'm really into art styles and i love your style, how you model hair reminds me of joe madureira with is a great artist, keep up the good work
Yeep O_O Hehe that is a very hmm, something crit, in a very good way. Hehe it's one of those "whu.. meee? wha.." kinda things, thanks extremely ^_^ I didn't think I would be one to show up on radar muhaha.
I have a probably extremely strange sounding predicament maybe you people can help me with :P I have usually no problem sourcing all the materials that I need for referencing and building snippets to drop into or overlay textures with from the mighty intarweb via google and the such. However (and this is the part people seem to have trouble grasping), I watch no television, like whatsoever, at all, and have been kinda iffy on feature films since the late 90's. So in short, I don't actually know any celebrities worth a damn. Celebrities are often the subject of large, high resolution photographs, galleries and wallpapers and seem like my best bet for continuing to build up skin textures and such. I like to make stuff, but I'm running into a lack of materials on this particular point. I'm aware of 3d.sk, I know I know, just gimme some names in the meantime. I just need to build up my library of "facial imperfections" some more. Yes, I am serious.
I'm doing face texture atm so keep it clean :P Bwahaha.
Cheers all btw for the continued support o_O We'll get there! ^_^
Edit: I lucked into a cache of up to 3000px (O_O) photographs of pop muppets and stuff, so I'm good for now. Names are still needed and helpful though T_T
More edit: Little paint update for bump and diffuse. Default lit MR, oren-nayar blinn, specular, bump, diffuse. I know about teh specular on the hair, it's cool... *makes note*
http://img260.echo.cx/img260/6607/mkaan2666kz.jpg (http://www.imageshack.us)
FabioMSilva
06-20-2005, 11:37 PM
Come throw rocks at meh WIP girly girl o_x
/me throws rocks at you. :D
She's so cute!
More rocks, more! Hehe thankses ^_^
More learning how to make good textures, more learning how stretchy and borktastic my mapping is ^_^
Started to build up some seams and the basic creasing and detail. Just diffuse atm, I'll do bump and spec once it's good something like i did the skin ones. I'll also rejuvinate the colours which are washing out in the creasing layers atm, and remake and readd the belt loops, pocket flaps and other details.
One "clean" leg for comparison. I'm going pretty heavy on the creaseness for the synthetic combat pants look, and to help out the somewhat claylike, noncreasy mesh. Things can and may change, blah blah, just more practise for the meantime.
http://img260.echo.cx/img260/4808/creases56cu.jpg (http://www.imageshack.us)
http://img260.echo.cx/img260/7255/creases39so.jpg (http://www.imageshack.us)
*returns to learning to texture T_T
More practise. And I unwrapped the torso/trunk, starting there, or was...
http://img260.echo.cx/img260/5604/mkaan2849ix.jpg (http://www.imageshack.us)
Unfortunately I'm now against a wall. The problem linked to in my sig has just become too distracting and frustrating to continue with. I'm completely stuck for the time being. Sorry, I'm pretty desperate to keep going but this cull glitch junk has me worn out completely T_T
I'll be trying things...
Edit: Omg T_T User "robinb" has saved my bacon. I don't have to have a headache all day every day, and I can model again! Totally sweet.
Back to it ^_^
CGTalk Moderation
06-22-2005, 09:48 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.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.