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Titank
11-21-2002, 09:53 AM
That's my girl again, i tried to fix the sunburn effect and strange shadows.
In terms of color scheme, inpiration, " culture " feel of the character ( can we say that in english ? :shrug: ), do these elements match ? Cauce frankly now i've spent hours on it i don't have a clue .
http://perso.club-internet.fr/fred806/tony/mila_homelands.jpg

Titank
11-21-2002, 12:11 PM
Hum, it's not that i like to talk to air but well *cough* crits welcome *cough*, see ?:D

kr3ml
11-21-2002, 01:24 PM
Over 150 views and no one is posting, heh...
I like the model, but texturing dosen't look that good.
The hair is ok. Is the background just a pic or 3d to? I dont really know what to say... is the meaning that it have to look relistic? She could be good in some game trailer... ;)


sorry for my english :rolleyes:

Titank
11-21-2002, 02:28 PM
Actually the background is 3d, she isn't meant to be photo-realistic, just beautiful. I really try to get my own style, both in lighting and color scheme.
Is this pic so lame that nobody won't even drop a word ?:thumbsup:

Clanger
11-21-2002, 03:13 PM
Modeling looks great, love the hair texture. The one thing that jumps out at me is the way the bottom half of her face looks so much darker than the top, it doesn't look like the lighting explains the difference.

tariel
11-21-2002, 04:32 PM
ok, now i see u fixed some stuff. But the main critic from will be only that her right eye still looks a bit strange. I guess u should make the eyelashes a bit longer. For example, look at the left and right eyes and compare. Also that dark spot under her eye seems to be too dark, and spoils the overall impression a bit.

I guess the main problem is in her right eye.

But she's much better now than the first time, ;) Nice background as well :beer:

simonalex
11-21-2002, 04:45 PM
I really like it. The modeling and comp all look good, but it's the colour scheme that really makes it striking.

I agree about the right side of her face, though. But hey, it makes her more interesting. :)

Titank
11-21-2002, 06:40 PM
Thx tariel, and congrats simonalex you understood me quite well ;). I think the color scheme is a very important in here, because if i rendered it with Gi it would have been so perfect ( there would be no shadow probs any longer ) that it'd be cold.
Plus without post-prod, the face is well lit and just looks like any other CG face ( i'm not saying this one's perfect of course ! :D )

T0BER
11-21-2002, 09:27 PM
I think you're onmto something here. I like the style alot.

What the other posters have said pretty much sum up what I thing of her facial texture. You might want to consider posting it so we can take a closer look at what seems to be wrong - it seems to be way too dark and kinda smudged. The right eye looks like it is missing eyelashes, even though I can see them, you might just need to curl them a bit so they're visible. The facial bump mapping is too sharp and streched. The lips, eyes and hair look good.

I would also like to see some other angles, from further back for example.

All the best. :)

Kananga
11-21-2002, 11:55 PM
Shes looks cool.:thumbsup:

However, he blends into the backround too much paricularily on the right shoulder. Theres no depth happening in the scene.
Not sure what the answer is, other than fading the buildings, creating a bit of mist to bring her forward, or something.

And her hair looks like it been heavily retouched. Is the 'painterly' look intentional?

lricho
11-22-2002, 12:24 AM
almost looks like she has a black eye. Not quite puffy enough for that though. Did you get a bit happy with your paintbrush and accidentally poke her in the eye? ;)

XTitan
11-22-2002, 06:19 AM
Sweet. Very nice composition. I love it.

Titank
11-22-2002, 10:19 AM
Farquar : the hair effect is wanted, i discovered a way ( in photoshop ) to give this paint effect, like oil. The mist is a pretty good idea, i didn't even thought of it :thumbsup:
Hu... it is true that i was brush-happy there, maybe a lil' bit too much :D My idea was to post-work this as a painting to link the different of the whole thing, to erase the strict separation between the 3d elements, which is generaly hard to do with a scanline render.

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