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View Full Version : high-res character: kitsune; steampunk samurai girl


ill_logic
01-20-2003, 11:45 AM
hey there all...
this is a character i'm working on for my reel. started it last sunday in maya 4.5 & right now it's in the 11k poly range unsmoothed. i'm just looking for general comments/critiques. i'm going to try cloth sim on her skirt, that's why it's so basic at this point. wrinkles will be added to her top & sleeves soon.

right now she's mapped... just fixing the texture. i'm unsure as what to do with the hair right now... whether to use fur, curves w/ paint fx, or actually model hair geometry. any suggestions? i wanted to go with something that came to her shoulder with a slight wave to it.

any feedback is appreciated, thanks in advance,

:surprised -ill

ps-- i apologize for the crappy res on this pic

scott2600
01-20-2003, 11:49 AM
nice work!!!! cant wait to see her textured and cloth sim... keep up the good work

ill_logic
01-20-2003, 01:22 PM
thanks man...

here's a cloth sim i did a few days ago. you can also sort of get an idea of the general color scheme's going to be once i'm done texturing.

:surprised -ill

ill_logic
01-20-2003, 01:35 PM
... and here's a fur test.

for some reason... the strands clumped together. i think it had to do something with the noise settings. i may or may not try it again... it was such a pain in the ass to render.

:surprised -ill

ill_logic
01-21-2003, 11:36 AM
here's a version with the texture i'm working on

:surprised -ill

j9k_80
01-21-2003, 09:07 PM
Looks good so far. You might want to do something a little different with her forearm sleeve things. Either have a hole for her thumb to come through or end them a little sooner. Otherwise it might be a pain in the ass to get it to look right when she moves her hands. That is assuming you're planning on rigging her.

About the cloth- I'm planning on using cloth sim for my character and I was wondering how long that test took to set up and if you used your 10k poly char as the collision object or if you had to use a low res stand-in.

ill_logic
01-21-2003, 10:16 PM
hey man, thanks.

i was planning on tightening up the sleeve before i rigged it... not really so much shrink but bring it in more torwards the hand. from there, i was going to rig the sleeve too, that way, it should bend with the hand. but yeah, you're right , it looks a bit funny, especially without the wrinkles i started modeling on it.

as for the cloth... well the 10k is my low res :D ... i didn't really set any limitations in it. the model over all is a bit dense, but what puts it over the top like that are those silver bits embedded into her top & her sleeves. they come in at about 600-1000 each... plus the sword is around 1500. but as for that test, the skirt itself is pretty light so that was with it smoothed from the low res. the thing with cloth is that you have to conduct the simulation before rendering. that took about two minutes (at the most) to sim seeing how it wasn't that dense... (i'll post a wireframe next time). and since making an object cloth automatically tessellates it, it doesn't really lengthen your render time. mind you there's no animation in it yet.

but as for the long & short of it, that cloth test took me all of five & a half minutes.... including smoothing the skirt, making it cloth, setting the legs up underneath as collision objects, doing a mesh constraint so the skirt didn't fall off, simulating the cloth, & rendering...

hope that answers your question(?) :)

:surprised -ill

j9k_80
01-21-2003, 11:22 PM
yeah, thats what i was wondering, cuz all i've done with cloth is make a flat sheet of cloth and let it settle on a simple sphere. I haven't tried anything with my character, her mesh is about 6500 quads so i didn't know if having that many polys to collide with would chug the cloth sim.


And the problem with rigging clothing like sleeves is that it looks weird cuz theres no sliding. If you bend your arm your sleeve slides up your wrist but it doesnt happen like that with a bind. One workaround would be a blendshape of the sleeve sliding up that would be driven by the armbend, but thats a lot of extra work(although you can also get the cloth wrinkles from the same blendshape).:cool:

ill_logic
01-22-2003, 01:16 PM
6500 quads shouldn't chug it badly. give it a shot. :thumbsup:

hmmm blend shapes sound pretty feasible actually. i use them a lot & never seem to have that much difficulty with them. setting a driven key for the arm may be a pain in the ass though... i'll give it a whirl. thanks for the idea.

here's a pic of the wireframe as promised...

:surprised -ill

ill_logic
01-22-2003, 01:18 PM
& i tried subd hair... thoughts?

:surprised -ill

MVP
01-22-2003, 01:55 PM
I personally loved that clumpy hair look from before, very 'anime'. Very good.

ill_logic
01-22-2003, 08:55 PM
really?! :curious:

i'd think the subd hair would give more of an clumpy anime impression actually; seeing how most artists working on manga & anime draw stalks of hair as opposed to individual strands. i'm still going to try & add some sort of hair texture on there though, with a bit of alpha to give it that illusion of strands.

the problem is that i don't have that much more time to work on this project right now. i've got to have some sort of finished reel by feb 1 & a few more little touch ups to do on other projects before then. i'm not too familiar with fur (yet at least), & the renders take forever so i figured the subd hair would be a lot less time consuming.

i'm not at school at the moment so an updated picture of the hair will have to wait until tomorrow, but it's pretty much all in; maybe just a bit more work on the part of the hair itself. then uv mapping & texturing.

thanks for the feedback,

:surprised -ill

ckaos@om
01-22-2003, 09:43 PM
Gotta agree with MVP : really loved that pic with those previous hairs : frankly i even liked the blank eyes a lot.
That picture has a lot of style to it :thumbsup:
To be bluntly honest i don't really like new hair type.
There is something bothering me but i can't put my finger on it :the model is starting to look good though !
:thumbsup: :thumbsup:

edit : got it : the shoes: as much as i love the clothes; i really don't dig the way too clunky and bulky.

ill_logic
01-22-2003, 11:53 PM
hmmmm... ok...

it just sucks... seeing how i spent the entire time i had today modeling the hair the way i liked it. i'll post an image of the finished head of subd hair tomorrow. if you guys still don't like it, i guess i'll attempt to use fur... sound like a deal? :shrug: :)

as for the shoes, i know what you mean, there's something about them i don't like, but i kept tweaking them & that's the version i felt the happiest with. any suggestions on what parts to alter to make them appear less clunky?

:surprised -ill

ill_logic
01-23-2003, 08:26 AM
here's a finished version of the subd hair...are you sure, you like the other version better?

:surprised -ill

j9k_80
01-23-2003, 08:52 AM
I Still like the fur hair better. It had a more chaotic look to it that fits with the anime style better. Also, it looked like it was coming out of her whole head, the sub-d hair looks like it sprouted from the very top of her head like the greens on a carrot.

MVP
01-23-2003, 10:35 AM
Sorry mate but I still love the other hair. The clumpy hair looks animated and you can imagine the wind blowing it. The hair you have now seems a bit limp and unreal.

I see what is meant by the shoe thing, If she were a samurai she wouldn't be able to do much kicking!

Still loving that clumpy furry blank eyed picture.:p

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