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View Full Version : The Lady of the Lake (nudity)


Ribcage
05-18-2006, 06:42 PM
hey guys, this is a project i started work on today, its for a graphics mini project at school but i want it to use it in my portfolio

see the attachment for what i ahve so far

im planning on adding some more subtle flesh tones in post so for now im just using a generic skin shader, the hands and feet are still to come and she will be trailing a silky sort of cloth

these things i feel i can handle myself (but let that stop you offering advice XD) what i really need help with is the waters surface

i want a dark, calm water surface just underneeth her, but am not sure how to acomplich this, ive tried using maya's ocean fluids but couldnt achieve the affect i was looking for, next i tried a pond surface with a ripple effect, though this gave me the geometry i was looking for, the shader left much to be desired

any help with this would be much apreciated

~Ribcage

Ribcage
05-18-2006, 09:59 PM
no comments?

sutabi
05-18-2006, 10:07 PM
When dealing with an entire scene its best to have drawn up reference material before hand.
With proper modeling and a LOT of texturing/postpro I am sure its shouldn't be too hard to obtain. Sorry I can't give you a direct answer, there is just not easy one shot solutions to water scenes.

AndrewRaZ
05-19-2006, 06:11 AM
well, the first thing that jumps out at me is the fact that her butt is crumpled up into a painful looking mess that makes me think she got pinned between two cars. ok, that's a little extreme, but you get the idea. i think what i'm seeing is the result of a quick rigging/weighting job in a bad position (that position would be hard for most rigging jobs i think).

so, her lower back and butt need to have more mass to them, to compensate for the crumpling effect, as i understand this is for a still.

other anatomy: i think her illiac crest (the pelvic bone in front) would be more prominent in that position. neck is too long, unless she's straining to stretch like that. some of the muscle forms need more definition, but i'm going to chalk that up to the pose problem.

content-wise, if she is supposed to be *above* the surface of the water, we need to have the impression that she is floating and weightless. as she is right now, she looks like she is falling, which gives the impression of gravity. i also think the pose could be more dynamic in that pose, or any other. right now, her spine makes a straight line, which is boring as heck. remember all the famous sculptures and paintings your art teachers were always raving about? they most often had the S-curve in the spine, which gives them a feeling of weight and of movement from one moment to the next.

and finally, as for the water, you're going to want to have a clear idea of what you want. that means reference, of course. but, as for execution, keep it as simple as possible. you probably (read: you don't) will not need to use fluids or ocean shaders or whatnot for it. pretty much just use a plane with a bump and/or displacement, some good reflection, and you should be set. you'll need to tie the reflection into a falloff ramp of some sort though for it to be convincing.

good luck!

Ribcage
05-19-2006, 06:49 AM
thankyou both for the feedback

Andrew, your right in that i rigged the model to get the pose, and i realise now what a terrible job i did, you can see the origional model in the attahcment

to be honest i was worried about the neck myself, but i notist it only in the rigging stage and was too impatient to go back and fix it, lesson learned

as for content, her pose is derived from the movement of a bird in flight though after reading your post i can agree that a 'weightless' aproach would be much more dramatic. thankyou for the tip on the spine by the way, i can see that will play an important part in the end

ill post again when i have improved upon the pose

~Ribcage

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