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View Full Version : Character Wip _ Fem Ninja


squeige
05-30-2003, 04:26 AM
I started her today, I am wondering if you guys can see mistakes I haven`t on my loops and if It looks like I captured the proper masses for animation.. later on...Thanxs all...

Wire (http://www.pbase.com/image/17242533)

http://www.pbase.com/image/17242533
:bounce:

dominicqwek
05-30-2003, 07:22 AM
the lower jaw looks a bit too forward to me. might wanna tuck it back a bit..yeah and probably up your geometry detail by one, and start sculpting in more details.

Looking good.:bounce:

squeige
05-30-2003, 02:46 PM
I don`t wanna add much detail yet dom and thanks for replying, reason being I am trying to get a good curvutare flow, I pushed the jaw back a bit

Wire (http://www.pbase.com/image/17256846) :beer:

ill_logic
05-30-2003, 05:46 PM
for some reason, i can only see the wire frame image, but i have two questions:
-what kind of reference are you using?
-any good reason why that center row of edges stops?
i mean i know you said you haven't started on edge loops yet, but the easiest way to fix that big pentagon in the middle of her forehead would probably be to bring that center row of edges down from the brow thru the rest of her face using split poly tool. then delete half of the faces on the one side & duplicating an instance with a scale of -1. that way, any tweaks you do on one side, will immediately be cloned on the other side. then once you get finished with it, you can just mirror it & give it little tweaks on each side to give it just the right amount of asymmetry & voila!
hope that helps your workflow a bit... :wavey: it's just a lot easier than going & trying to grab verts or whatever on each side when you start tweaking stuff.

:surprised -ill

squeige
05-31-2003, 02:28 AM
When I started modling I was using a mirror duplicate, look at the image in the first post, I found that maya subds don`t do too bad in 5 sided polys as long as they r planar, Do you think its better not to have 5 sided polys??
anyways the reason I am not working a mirrored copy is I felt I got to the point where I am going to refine my edgeloops and wanted to break up the symetry of the model so it doesn`t look as perfect. Also I find it easier to visualize loops with a whole head than with one half since in one half u have a line staright down the middle.. see the wire for the dips in the lips I find it easier to control than having a middle line there for example...
Ill post some other views in a bit, and finally theres only wireframe images since what I am really going for is very clean topology (planar,mostly 4 sided)

squeige
05-31-2003, 06:13 AM
By the way I am only using a front image as a ref... couldn`t find side views so I am kinda winging it...
heres the other shots...
wire (http://www.pbase.com/image/17279275)

squeige
05-31-2003, 10:50 PM
Guys heres a small test i did in about an hour or 2 using hierachial Subd`s I am almost happy with the wire, you guys see anything wrong with proportions?? I fixed the mouth and jaw a lil
Update (http://www.pbase.com/image/17304972)

ill_logic
06-01-2003, 10:45 PM
hey man,

first off... sorry if i came off mean or something before. i was only trying to give you a little bit of help. i've been using maya for about a year & a half now & i figure i can say you a lot of the time & energy i wasted a while back. (lol sorry there's so much, but we're talking a LOT of time & energy!) :wavey:

taking away that center row doesn't really make sense. you seem very concerned about edge looping, & that's good, but the best method of doing that is to make all of your polys 4 -sided. now, you don't HAVE to do that, but it makes it a lot easier, so when you click 'smooth' or 'convert to subD' it splits each poly all neat & quadratically & stuff. no matter how planar your poly is, it'll still make your final mesh a bit weird. that's why you get pinching or ridges and all other sort of 'fun' stuff. by deleting that center row, you made that poly at the top of the brow a pentagon ( and now, by looking at your recent mesh, i guess... a triangle? ) now it looks 'ok' in the smoothed version, but there looks to be a dimple there in the middle of her forehead. you wouldn't really get that if it was split into two four sided polys.

i don't understand why the center row gave you trouble. did you combine the two sides & merge the verts before you smoothed it? i know that if you don't, it usually leaves a ridge around the center of the entire model.

another thing for future reference, if you do merge the two sides to tweak for asymmetrics... i usually find it best to wait until after having laid out the uv's. that way, i just duplicate the one side of the head, with the uv's already laid out. and if you're going for asymmetry on the texture, you can always just flip the uv map of the duplicated side and attach the uv edges after combining it & merging the verts. i dunno if you plan on mapping or texturing this chick, but it's just seems a lot easier to do it that way 'sall.

as for ref, is there anyway you can post the pic your using? i only ask because, proportionately, eyes are usually around halfway down the head. and this maybe something you haven't gotten to but her lips don't have any bumps in them.

hope something in all that jumbled mess above helps...
:surprised -ill

ill_logic
06-01-2003, 10:52 PM
plus, i dunno if you've ever seen it, but wiro put out a nice head tutorial. i check it out pretty often for ref on certain thinks as far as mesh & geometry. you can find it at: http://www.secondreality.ch/
i know you're pretty far along with this one already so maybe you can try out the tut next time or something...
:surprised -ill

squeige
06-02-2003, 02:39 AM
Thanxs for replies, oh by all means I like being critiqued and helped, you din`t come off mean, Ive done heads before, I just felt like trying a little different approach on this model, just to see if it works better but ure right ill correct the middle line of cvs, I don`t wanna post the image is based on beacuase I don`t have the rights, as well as I am not making an exact copy, just using as ref, but Ill tell you this the mouth eyes and chin line up with it,
heres something a lil older I worked on, my problem is always when I get into painting the texture maps, so i have like 15 projects unfinished all just around the same quality, all rigged, I wish I could texture them but I am no good painter and well never understood the proper way of creating textures on skin, any good advice??
heres a mermaid , all rigged and ready to anim8te no textures...
Mermaid (http://www.pbase.com/image/17339238)

ill_logic
06-02-2003, 05:46 AM
heh... love the censor bar.
as far as texturing goes, i'm not really the guy to ask. i like modeling and i'll layout uvs most of the time, but usually i just keep going thru layers & filters in photoshop until i see something i like.
as for the reference, if it's just for anatomical reference, there's no reason to be concerned about rights really. but if you say so, it's cool. is it a drawing or a photo? i guess the eyes & chin seem proportionate, but does the top of the head end at the hairline of the pic or something? because there should be a pretty equal distance between the top of the head & the eyes, & from the eyes to the bottom of the chin. the proportions on the mermaid look a bit better. what are you planning on doing for eyelids?
:surprised -ill

squeige
06-02-2003, 05:54 AM
well the mermaid is a unfinished left behind project...
so nothing at least for now..
its a front pic its all i could find...

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