girl boxer

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Old 03 March 2017   #1
girl boxer

Hello,

This is a character that I came up with some time ago. She is a boxer who smokes, with a skirt. The style is intended to be somewhat cartoony, anime-like. I am using toon shaders in blender/cycles. It is supposed to be fun. Since this is my first post, I have links to the images to be viewed.

full body render:
http://snaokwrx.com/body_presentation.jpg

full body wire:
http://snaokwrx.com/body_presentation_wire.jpg

head render:
http://snaokwrx.com/head_presentation.jpg

head wire:
http://snaokwrx.com/head_presentation_wire.jpg


This is a project to create a character and a lip sync, a short lip sync to learn and also some basic boxing moves, to learn better animation, with a challenge. At this point she is called girl boxer. Most of the reason to put this up here is to get an evaluation of the modeling. She is wearing a t shirt and a skirt. I intend to rig the clothing with bones and also the hair. Since she is wearing clothing and I am trying to finish I am not sure of the mesh quality/aptitude I am looking for

The hair; In some angles good and others not so good. I have spent some time learning this. I am not sure if mesh hair is the right choice for this type of hairstyle. The hair goes through itself at times and I don't know if this is right.

The body; The are problems with some of the forms of the body, like where the breasts meet the armpit.

The head; The head appears to small although I have lined it up with reference images and it seems right, I think that the loose fitting shirt may be making the head look small. The mesh on the head I am reasonably comfortable with although the jawline I think has incorrect edge-flow.

Over all, I like the idea, its cute. I think learning how to animate boxing moves would be challenging and I like the thought of bringing her to life.

Thanks,

snaok
 
Old 03 March 2017   #2
update

I did more research into elbow and shoulder topology, and worked on it for a while. After some experimentation with bones this seems the best although I am still getting the mesh going through itself at a 90 degree angle.

:since this is my second post I have links to images:

http://snaokwrx.com/elbow_topology_inside_1.png

http://snaokwrx.com/elbow_topology_outside_1.png

http://snaokwrx.com/elbow_topology_outside_angle_2.png

It appears with some of the images I have seen that it might be good to add a dimple on the opposite side of the elbow. I was intending a cartoony look so I am unsure how realistic I want this to be. So I didn't intend for a clearly defined musculature necessarily. I also notice that my model is very simple or low poly compared to many of the ones I have seen.



Thanks,

snaok
 
Old 03 March 2017   #3
update -elbow

Hello,

I decided to use the Vincent rig ( https://cloud.blender.org/p/charact...379cf04929a4247 ) as a reference because that seems to me what I want as far as look/style of the character. So with that I am going to keep the model simple. I realize that I don't need to have a body under the shirt and it probably will give me trouble later, but I was trying to complete a full model/character with this project. I guess I can just delete the geometry in a working file if I don't need it but still keep the asset. In the Vincent rig, and it seems often, there is use of "corrective shape keys" or something similar which is what I am intending to do while rigging/skinning. I have been experimenting with the elbow a bit but am not sure how to proceed yet and there is no example in that file (Vincent.blend), so I will continue to research it.

I don't seem to be able to include images yet so here are more links.

This is the example from the Vincent character:

http://snaokwrx.com/Vincent_example.png

Here is the girl boxer in edit mode, front/inside of elbow:

http://snaokwrx.com/elbow_edit.png

The outside/back of elbow:

http://snaokwrx.com/elbow_edit_back.png

What it looks like with subdivisions and material:

http://snaokwrx.com/elbow_material.png

And with wire:

http://snaokwrx.com/elbow_material_wire.png
 
Old 03 March 2017   #4
update -cleaning; elbow, shoulder, general

Hello,

Did some cleaning and working on the mesh. Settled on an elbow. Shoulder and deltoid not so good. Torso cleaned a bit, legs cleaned a bit. Changed the length of the neck, and added definition to chin.

Thanks,

snaok

elbow front
http://snaokwrx.com/cgsociety_10.png

elbow back
http://snaokwrx.com/cgsociety_11.png

torso front
http://snaokwrx.com/cgsociety_12.png

torso back
http://snaokwrx.com/cgsociety_13.png

body front
http://snaokwrx.com/cgsociety_14.png

body back
http://snaokwrx.com/cgsociety_15.png
 
Old 03 March 2017   #5
update -- mostly adjusting head

Hi,

Another update; I was uncomfortable with the head so I have tried to improve it, although the angle of the last render makes it look as though its tilted. I pulled the mouth in as it looked as though she was a bit ape-like. Made the the head higher/longer because I think it was too small. Also made the neck smaller as the base of the skull. There was some scalp showing through so worked on the hair as well. Still not comfortable with the hair technique. Also thinking about adding freestyle (outline) to the render.

Thanks,

snaok


More images:

right view head



3/4 view head


render, no hair


render, hair


render, freestyle
 
Old 03 March 2017   #6
Made me smile when you wrote smokes with a skirt. Would love to see a cool boxing animation with her. Keep it up
 
Old 04 April 2017   #7
contradiction

Yeah she is kinda a contradiction, but then I thought skirts are really loose and allow free movement. Anyway thanks alot for the encouragement.

snaok
 
Old 05 May 2017   #8
Update

Hi,

Been a month and a half. Last thing I was intent on was the hair. Looked at a reference found that the posture was bad, redid the body. Hair still not sure. I think I am doing it wrong but its workable.















 
Old 05 May 2017   #9
Moving to animation forum

So I reverted back to the original body, deleted the parts that were covered by clothing and used rigify (blender) to rig the character. I am going to call the modeling done and work on the animation--> over at the animation forum.

Thanks,

snaok

 
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