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Old 09-03-2006, 01:08 PM   #1
renpoo
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Koji SATO
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Miranda [to Ver.2] ... (Nudity)

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(EDIT: )



Excuse me about deleting the old WIP images & movies because of the capasity of WEB space for them.



Latest Update:












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Hi all, I'm back.

I have restarted my another struggle with "Miranda" to go to "Ver.2". Now I am researching and planning how to improve my figure's quality. I think this figure should be "inbetween" from realism to illust. I have to pay attension about muscle rig and facial rig more and more and more. Privately, I am seeking my job in the CG industry, so the progress will be slow, but I will complete my training task with this "Miranda". Of cource, I also have to obey the instructions of my old master, I will.

The images below are some snapshots about new "Miranda". I have rebuild the edge-loops with great considerations. I will also animate this figure with part-by-part controls. It starts with hard-defined muscular body since "Miranda" is designed as dancer like Flamenco or Tango, but I will prepare this figure to be more soft, ordinary body by morphings in future.


I hope this time chalenge will be the another big training for me, and some hints for who will try muscle rig or facial rig, as I'm one of rigging operators.


C&C are welcome.










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Last edited by renpoo : 02-07-2013 at 07:12 AM.
 
Old 09-03-2006, 01:46 PM   #2
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Edward Gonzalez II
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very nice. The back of the head looks a little long...just a little too large imo. but over all very nice..

Ed
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Old 09-03-2006, 01:57 PM   #3
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Very nice model! My only crits are on the shape of the skull:
1) The indentation where the neck and skull meet comes in much too sharply.
2) The skull protrudes too far in the back and the slope of the forehead goes back too far.

Good luck!
 
Old 09-04-2006, 02:54 AM   #4
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> FlexGiddy, M31

Thanks for reply.

The shape of back of head is intension from my master. I know it is a little bit exagerated. Maybe in the next meeting with him, I will ask him about this issue once more.

Thanks.
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Old 09-04-2006, 03:55 AM   #5
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:)

Yeah man quite nice modeling you got there! well as of right now no crits from my side since they already have been addressed . but yeah very nice geomtry too
 
Old 09-04-2006, 09:23 AM   #6
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very nice so far!!

here's where I see potential for further iprovement;

the topology looks good, *but* there's a thousand triangles you don't need. Believe me, I'm not a quad-nazi at all, but from my experience triangles can be even worse than pentagons; they tend to create pinching and that you wouldn't want on a female model :P

the vertebrae are too defined and there's too many of them (especially on the back of her neck).

the chest looks a bit boxy and flat, the breasts look too round for their volume; so either make them bigger or more pointed (see aneta on 3d.sk)
Also the ribs are too horizontal, you might want to angle them a bit more.

the abs are too defined for my taste. Also I think that even on well trained women what's visible is more like a "4-pack" than a sixpack.

on her butt I'd expect to see a crease where it meets the thighs.

the horizontal crease on the back of her knees is way too sharp.

on her head that "ancient egyptian" profile has been mentioned. Other than that it looks good only the ears are a bit too big and fat.
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Old 09-05-2006, 09:47 AM   #7
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> NovaKane, philip

Thank you for your comments.
It encourages me well.

> philip
> trianglation

Yes, I know the usefullness N-gons. To tell the fact, the Ver.1 contains a lot of N-gons. However I had decided, for this time, this figure will be able to be converted to the GAME Platforms, so I did trianglation. I am satisfied since this triangled geometry has no unnecessary creases. And I also have to mention that I had doen vertices insertions at minimum for this time tweak. If necessary, I will let this figure be N-gon mode.

> number of the vertebrae
I used a bone geometry as reference, which I bought from this, CGProShop. And I also had a reference from my anatomy textbook. How many do you think about the number of the vertebrae?

> the other anatomical issues
I know the breast, for example, would be rounder. But it will be rigged with muscles, and set them down for gravity with dummy bones. I know this kind of hard-defined body is difficult. Though I want this figure to be like androgynus at first. For more female-like, ordinary body will be implemented later with morphings. I'm using a plug-in (cMuscle) and then there are some needs between body geometry and the plug-in by setting (like smooth weights) for animation.

Anyway, I will discuss about those anatomical issues with my old master in the next meeting.


Thanks a lot!!
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Old 09-05-2006, 10:25 AM   #8
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that muscle plugin sounds interesting. Please post some tests along the way


regarding the vertebrae: I didn't actually count them, but I never have seen so many, so small so close together on a female neck.
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Old 09-05-2006, 02:48 PM   #9
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The lower lip in my opinion is too small and should stick out more, almost as much as the top lip.
 
Old 09-05-2006, 03:08 PM   #10
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> philip

Here is a snapshot from my old Ver.1.



There is a lot of things to be improved about this muscle & facial rig. But cMuscle has a great usability for designers. For example, I can select from a choice about start/end controlers' behaviour. Each muscle can have custom shape when deformed.

> vertebrae

I know it is hard-defined, however you might know that some skinny women's vertebrae are appearing when you look at some kind of nude photographs. What I intended to express is that kind of appearing/disappearing vertebrae.

Thanks.


> pap87
Thanks for your reply, mate. 

> lower lip
I'm sorry. This is unchangeable since it is my master's instruction. My old master is the very specialist about lips drawing. I wish I can show you ..... hmmm.
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Old 09-10-2006, 03:47 AM   #11
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Hello.

I'm almost at the point to release my figure's geometry. For this time update, there are the refinement points from your suggestions, or from my master's instructions. Especially for the eyes, I did take care greatly to make it more natural, ordinary eyes. And also about the edge-loops around neck, it is rebuilt with a big consideration.

Besides, I've started the process for the muscle rigging. For this time chalenge, I will start with the facial rig especially since it needs the great improvements. Meybe the process will begin after the "robust" muscle rig for the whole body (it's necessary for natural facial rig at least).

Anyway.
C&C are welcome.
















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Old 09-10-2006, 04:22 AM   #12
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And Here are the other snapshots for hand.
You know, I'm using layerd bump maps for hand animation. So the wrinkles at finger joints, palm, or wrist whereever are animated by joint's movements with Driven Keys.

C&C are welcome.







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Old 09-10-2006, 10:42 AM   #13
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And also wires.



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Old 09-10-2006, 11:23 AM   #14
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Not sure what kind of woman you're going for, but with this face certainly not one I'd want to see naked, she reminds me of a cranky old teacher of mine back in elementary school
Loving the body though (in a non-sexual way)! Keep up the good work, can't wait until you start texturing...
 
Old 09-10-2006, 08:59 PM   #15
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> Stefander

Thanks for your reply.

I know your teacher is the best woman for you to tutor.

I'm going to rig the whole body robustly at first and the face at second. But I think I can show you the textured model after a short while. Please wait for that time.
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Last edited by renpoo : 09-10-2006 at 11:14 PM.
 
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