View Full Version : Celshaded character -- WIP
Celshader 02-27-2003, 08:19 PM I'm translating one of my comic-book characters into 3D. Here's what I have so far...
http://www.celshader.com/gallery/lore/lore-wip02.mov
http://www.celshader.com/gallery/lore/wip02.gif
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mage111
02-27-2003, 11:42 PM
i think its really kool
nose looks different in comic though, thats my only crit. cant wait to see more updates :-)
devin
02-28-2003, 01:22 AM
Nice. The hair looks awesome. Great profile shot.
vorlon
02-28-2003, 02:35 AM
Nice! Can you post a wireframe?
Celshader
02-28-2003, 03:12 AM
Originally posted by vorlon
Nice! Can you post a wireframe?
Sure:
http://www.celshader.com/gallery/lore/screen02.jpg
Triple G
02-28-2003, 04:40 AM
Very cool stuff...especially the hair. :thumbsup: His facial expression looks a little insane...:surprised but I know he's not done yet. Can't wait to see the finished character. :)
Actually, I just realized what it is that makes him look deranged....he has no eyelids (either that or you just can't see them because he really is deranged....hehe) :p
dark_lotus
02-28-2003, 06:38 AM
WONDERFULL!
I've always been a huge fan of your stuff!! Can't wait to see more!
proton
02-28-2003, 03:04 PM
I love the line on the nose that you were able to get....great job!
Pengy
02-28-2003, 04:36 PM
Looks really good to me.
Nice tidy mesh too. Well done and keep up the good work. :beer:
Take it easy
Pengy
Celshader
02-28-2003, 08:53 PM
Thanks, guys. :)
For what it's worth, here's where I am right now:
http://www.celshader.com/gallery/lore/lore-wip03.mov
http://www.celshader.com/gallery/lore/wip03.gif
gruvsyco
02-28-2003, 09:25 PM
Awesome... The clip looks great too. The guy looks like he's had too much coffee or something though.
ai_jai
02-28-2003, 10:35 PM
hey man, great job on the shading! i like the shadows and the simplicity of it. he's cool! :applause:
is the hair mesh attatched to the head mesh? or closely floating ontop??
Good stoof!!!!:thumbsup:
Celshader
03-01-2003, 07:11 AM
Thanks! :)
Originally posted by ai_jai
is the hair mesh attatched to the head mesh? or closely floating ontop??
The hair mesh is separate from the head mesh. I currently have the hair as a separate object; that way I can give it Edges that have a different color from the Edges used on the head.
:)
Celshader
03-01-2003, 02:55 PM
I added eyelashes, a mouth interior, and teeth. I adjusted the placement of the eyebrow, and I tweaked the surfacing of the head and eyes.
http://www.celshader.com/gallery/lore/lore-wip04.mov
http://www.celshader.com/gallery/lore/wip04.gif
ai_jai
03-01-2003, 03:06 PM
Nice job again :applause:
Even better! big improvement i think. definitly keep the darker eyes, the skin looks more fleshy now aswell as a posed to just cream colour. even the darker hair seems to look better.
NICE TWEEKING!!!!! :thumbsup:
Triple G
03-01-2003, 04:19 PM
I agree with ai_jai....I like this update a lot better than the original. Good stuff. :beer:
dark_lotus
03-01-2003, 10:22 PM
This is coming along really nicely.
Great stuff!!
Are you making an animation? or just still images?
Eman597
03-02-2003, 01:59 AM
Good Work! I thought the original looked fine, but when you updated I could really see a difference.
Celshader
03-02-2003, 11:28 PM
Originally posted by dark_lotus
Are you making an animation? or just still images?
I plan to animate him. Right now I'm trying to make sure he looks like a good drawing from all angles. :)
Joscci
03-04-2003, 10:43 PM
Beautiful work! Just like the sketch! I envy you! LOL!
How in the world do you get (or control) the nose-line to show up when in front view and dissappear in profile view?? :)
Joscci
03-04-2003, 10:44 PM
Oh, Oh! And one more question....
Which cell shader are you using?
Thanks. :)
ClingFree
03-04-2003, 11:12 PM
Wow, looks great from all angles to me. I can't wait to see the animation!
Celshader
03-05-2003, 12:56 AM
Originally posted by Joscci
Which cell shader are you using?
Right now, just the Super Cel Shader and LightWave Edges. I'm working on getting the geometry right first, then I'll work on the specifics of the celshading.
---
Originally posted by Joscci
How in the world do you get (or control) the nose-line to show up when in front view and dissappear in profile view?? :)
I control it by the way I modeled the nose. Surface Borders, Unshared Edges and Sharp Creases are all "fixed" ink lines; only Silhouette Edges change as the head changes its angle in the camera's view. The appearing/disappearing ink line, then, is a Silhouette Edge.
I modeled the bridge of the nose so that the sides turn under and slightly away from the camera when the head faces the camera straight-on; enough so that a Silhouette Edge appears where the surface turns away from the camera. When the head turns to a 3/4 view, all of the polygon normals on that side of the nose face the camera, so no Silhouette Edge appears on that side of the nose.
For what it's worth, I have the rules of LightWave Edges on this page here:
http://www.celshader.com/gallery/kara/about4.htm
Joscci
03-05-2003, 08:10 PM
Aaaaahh, I see now.
Thanks for taking the time to explain it to me. :)
Very cool indeed.
Mahlon
03-05-2003, 08:19 PM
Celshader,
Could we see a closer wire of what you're talking about. I can see what you mean in the nose from the screengrab, but there are other details difficult to see. Thanks for the explanation.
Mahlon
Miyazaki
03-05-2003, 09:26 PM
Wow. This guy is great! The second one is far better than the first. Better coloring, eyes and mouth. Can`t wait to see more :thumbsup: :thumbsup: :thumbsup:
Celshader
03-06-2003, 08:56 AM
Originally posted by Mahlon
Could we see a closer wire of what you're talking about. I can see what you mean in the nose from the screengrab, but there are other details difficult to see.
Sure. :) I'm not sure which details you want to see, but here's a closer Wireframe Shade view of the front and side of the head:
http://www.celshader.com/gallery/lore/lore14.jpg
Facial Deluxe
03-06-2003, 11:41 AM
Can't wit to see with the body :bounce:
Joscci
03-06-2003, 03:04 PM
Genius, Celshader! I see the little "trick" now. He He.
I see the word "experience" written all over this. :)
Cool.
Mahlon
03-06-2003, 08:28 PM
Thanks celshader,
That really is impressive. I assume you're using the nose method under the bottom lip, too. I can't tell, but are there some polys right beneath the bottome line of the lip that angle back up?
Also, in supercelshader, are you able to specify selected edges which will get rendered as lines?
Mahlon
Celshader
03-07-2003, 11:36 AM
Originally posted by Mahlon
That really is impressive. I assume you're using the nose method under the bottom lip, too. I can't tell, but are there some polys right beneath the bottome line of the lip that angle back up?
Not for the underside of the lip... For this model, I modeled "ink lines" where I wanted fixed ink lines to appear -- the jaw ink line and the ink line defining the underside of the bottom lip. I used thin bands of subpatches to model these ink lines, and I gave them the same color as the Edges that I used on the model. To make these bands of subpatches extra thin, I cut-and-pasted them to separate them from the surrounding mesh.
For my elf girl, I did use polygons that angled away from the camera to create the ink line defining the underside of the lower lip. I created a morph target that made sure the edge of her lower lip turned away from the camera, and I used that morph target whenever I needed it:
http://www.celshader.com/gallery/kara/
Originally posted by Mahlon
Also, in supercelshader, are you able to specify selected edges which will get rendered as lines?
Mahlon
You can choose what kind of polygon edges get rendered as Edges in the Object Properties panel, and you can turn on "Bumped Edges" in the Super Cel Shader for an angle-based ink/shadow. As far as I know, though, you cannot mark polygon edges so that they will or will not render as Edges.
This is why 90-95% of celshading takes place in Modeler -- you control which edges will or will not render with the way you build your model. Cut-and-paste polygons to separate them from the rest of the mesh, and you create Unshared Edges. Give an adjacent polygon a different surface name, and you create Surface Border edges. Lower the Smoothing Angle of the surface to create more edges that qualify as Sharp Creases. Create a perfectly smooth surface to reduce the risk of unwanted Silhouette Edges. Angle the surface away on purpose for a deliberate Silhouette Edge.
Silhouette Edges will never render on double-sided surfaces, so one might try marking a section of polygons with a double-sided surface to kill the chances of Silhouette Edges appearing on that section. Double-sided polygons can create shading problems with raytraced shadows, though, so the modeler would have to decide whether or not this trick is worth using.
Mahlon
03-07-2003, 09:17 PM
Thanks. That's great info. I see that lots of this is universal technique that I can apply to Illustrate as well. Again, really impressive.
Keep posting the updates :beer:
Mahlon
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