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tonygib
12-27-2002, 02:14 PM
Well, here is Marie. I have been working on her for some time now. Modelling is basically done, well done as far as its going to be, I had to move on at some point, even though the body could do with some more work, its only the second that I have ever done ( so with luck the next character will be better). All UV's are unwraped, which was the first time I ever did that. Sure learned a few things doing that. And the basic textures are done, though texturing is not my strong point, but its done enough so that I can move on to some animation. i can always go back and update the textures at anytime, so its not to big a deal. While all the rigging is done, I still have facial morphs to do, but again I can do that latter and just plug-it-in to any animation tests that I have done. So far this image just has some temp lighting set-ups, which seam to work better on the face close up then the long shot. Even though its all the same, just a different camera angle.

All modeled and rendered in 3ds max 5, textures done in Photoshop. I hope you like her:)

Marie (http://members.optusnet.com.au/~antgib/marie271202.jpg)

tonygib
12-28-2002, 05:09 AM
So, given the total lack of any replys, does that mean you all hate her! Is it so bad that I should just give up now and become a beach bum. :hmm:

Abraham
12-28-2002, 08:26 AM
Modelling isn't bad (I think it would be sad to give up :shame: ) The pose is a little strange (position of he left arm) and maybe the shoulders are "falling" a little too much (sorry, hard for me to find the right English wording :)) Maybe the knee would need to be a little smaller too. The face is pretty good and with some expressions I think she would even be nice :) Don't worry too much for the lack of commentars, the board is pretty sleepy durin' the end of the year :) Ab

CarlCampbell
12-28-2002, 12:10 PM
I think the model is fairly good, but there are a couple of details that just kill your work here:

The background: Ditch the light blue and create some sort of basic environment for her.
The floor: Relating to the environment, it'd be better to have a matte plane set to just recieve shadows.
Lighting: It seems as if there is only one light in the scene. Set up a form of 3-point lighting.
Texture: She doesnt seem to have one, meaning that its very unnoticeable, and sadly it makes her look like a Poser characer.
Her right hand: Its "neutral", give it something to do, ball it into a fist or something, it is VERY unnatural to have it hanging like that.
Pose: She doesn't look so dynamic, make her crouch a bit more and give her more of a facial expression.

Hope that gives you an idea ;)

Carl :beer:

tonygib
12-29-2002, 02:21 AM
Hi guys, thanks so much for the comments and in a way it makes me feel pretty good that you both picked out all the stuff that is only a temp placement.

Pose: yeah its a little "stiff", for the most part it was just done quickly to she if some of the basic deformation works. I am planning an more full test animation that I will spend much more time on posing etc.

Background: hehe, yeah its pretty bad isn't it, but again just a temp placement. I use that when modelling and test rendering, as compared to the normal black background, this cyan will show holes, etc very easily when rendered. I will have to make some typ of basic environment for the animation test.
Floor, yup good point just wanted something to show a shadow, but didn't think of that, will do that now.
Lighting: Well funny thing is, it is in fact 3 point lighting, but again done very quickly, I really need to spend much more time on the lighting.
Texture: yeah, i'm not totally happy with the textures either, they are there but combined with the lighting I need to do a bunch of tweaks and test, the last thing I what is to make her look like a *cough* Poser *cough* character.

Though this does make me wonder, what lighting setup should one use when playing with the textures, given the effect one can have on the other?

As an interesting test, here is the same model, same textures, same close-up camera, just using the single Sky Light option in Brazil and rendered using Brazil.

Marie Brazil render test (http://members.optusnet.com.au/~antgib/marie_brazil.jpg)

CarlCampbell
12-29-2002, 11:35 AM
Ah, I like the Brazil render alot! I've really fallen in love with her hair. With a bit of colour variation for roots and tips, it'd look great! The actual hair flow is wonderful though. I've noticed her lips could use some more work, and her clothes need a more garmenty texture but I think its good, I really do!

Carl :beer:

Abraham
12-29-2002, 01:02 PM
Yep, I agree :) Changin' the light already improve a lot. You have a very nice start there, and I'm pretty sure after some more tweaking it will be a really nice model :) Ab

tonygib
01-01-2003, 02:20 AM
Thanks guys,

Yeah, the brazil render does have a quality about it, though it think it goes a little too far but still, interesting. The only real problem with it was that it took my dual 1.2 GHz Athlon 35 mins to render it. Though that was with pretty high anti-aliasing and it was the hair that really killed the render time.

Thanks for the other ideas, I will have to start to look into them. Right now th hair is only an opacity map, so any colour is just single flat, but yeah some variation would help.

As for the face, etc, I guess one thing that I should point out, is that at the moment, their is no painted bump or specular map to go with the texture map. I just havn't done it yet, though when I do I hope that will in fact help the lips etc. Well back to tweaking :)

Again thanks for the feedback. Here is a small update of the face close-up.

PS. in case you are wondering, the hair is a mesh, not a plug-in.

Rumors
01-01-2003, 03:28 AM
Please don't hate me for this. I did some photoshop adjustments to your image to point out some things I would change. (sorry I blurred the hell out of it too!).

I lowered the top of the head to put the eyes in a more proportions spot (half-way up the head). I also made the eyes smaller and changed their shape a little. I pulled the insides of her eyebrows down, so she doesn't look so surprised ^_^. I made the overall face smaller, but not the head; pulled the mouth and nose up and in. Finally I added some (porrly drawn) bangs so it doesn't look like she's wearing wig. Also I fattened up her lips a little.

If I stepped out of line by altering your image, I'll remove it. It's the easiest way for me to show what I'm talking about.

tonygib
01-01-2003, 04:07 AM
Hi Rumors,

nah, thats ok, one picture is as they say worth a 1000 words.

Its some interesting adjustments, though the blurring tends to make a direct judgement a little hard.

In the case of the eyes, they are in fact pretty well half way, if you look at the head directly side or face on.
About the size and shape of the eyes, yeah, they could do with beign maybe a little smaller, etc, in fact they were even bigger then they are now. I also stuffed around with the mouth and nose a fair bit, in the end I got to the point of thinking that how it is will work good enough.
The problem is that now is a little too late, since while I have not done the morph targets yet, the whole model is boned, skinned and textured. So changes like that to the face now would required going back just too many steps. So, instead I will store and keep track of all of this and any more problems that arrise once I start test aniamtion and use them when I make a brand new character.

As for the hair, yes some strands down the front would help, but given how hard hair is in CG I will have to play with it a little to see if I can add some without it being a nightmare.

However, in the case of the eyebrows, that I can easily change since its only on the texture map, so I will get rid of that surprised look :)

thanks for the feedback

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