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manacrystal
03-04-2006, 12:36 AM
Hey everyone. I'm a third term student at VFS working on a modeling assignment. We're doing toon shaded models based on anime characters using XSI 5.
So far I've made a test character based on Myung from Macross Plus and it turned out alright(approx. 1.5 days work), but I had some issues with toon shading ink lines and I don't really know how to control them properly.
http://student.vfs.com/%7E3d59cory/front.jpg
http://student.vfs.com/%7E3d59cory/face.jpg

Now I've started the model of a concept I actually like, Haruko from Gainax's FLCL. Here's some progress so far. BASED ON this design:

http://student.vfs.com/%7E3d59cory/harureference.jpghttp://student.vfs.com/%7E3d59cory/harukofront.jpg

Any input anyone has would be great, especially regarding ways to control the ink lines.
Thanks,
Coryb.

hjalmar
03-04-2006, 01:22 AM
the second one there is looking a lot better. can we see some wires?

the first macross one, the mid section bugs me a bit. dont know whats wrong with it, but something seems off

manacrystal
03-04-2006, 04:22 AM
Okay, here's an update on a full evening of work.

Front view:
http://student.vfs.com/%7E3d59cory/front_new.jpg

More images:

[REAR] (http://student.vfs.com/%7E3d59cory/rear_new.jpg)
[WIRES] (http://student.vfs.com/%7E3d59cory/frontwires.jpg)

Anyone have any input? I really want to know how to use a weight map to paint ink on actual lines instead of just using poly clusters.
-Cory.

kenshinw95
03-04-2006, 06:36 AM
I've watched those 2 series, and that's a good start for Myung, but I remember her face & nose was a bit sharper. Like here: http://macrossplus.areaseven.net/characters/myung/
Haruko's clothes could use some more wrinkles, and folds like in the artwork clip.
Overall good though.

manacrystal
03-04-2006, 08:36 PM
Thanks, the first model was just a test of the time requirements to get something like this going. The latter one is what I'm putting effort into now. Shadows and wrinkles (at least the ones baked into the texture and geo) will come after I have everything proportionally accurate and the smaller details accounted for.

Eventually (unless I seriously suck) it'll be rigged and weighted for animation.

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