DWIII - 3D - fluxist8070 - child


#41

A great change, undoubtly. Now she looks much more menacing and adapted to the war.
You haven’t said anythig about her age, but I consider that with this new attitude and style, a teenager would be more suitable to this char than a child.

Good job man, I hope too see this developed. Keep it up.


#42

here is a screen of my wireframe. 8971 tris so far. I left some for the eyes. I had to order some more RAM for my machine so I can increase the subd level in ZBrush. Should be here this week. I am increasing from 2gb to 4gb. I am excited to see what I can do with a subD level of 7 in ZBrush.


#43

So, I got my 4gb of ram, but 32 bit windows OS will not recognize it all. (even vista…)
ANyways, here are some updates after doing a clean install on my machine.

THis is the first pass with zBrush. I still have alot of work to do, but I like this direction much more than the previous version.


#44

Here are a couple of test renders. One from zBrush and one from xsi with textures and normal maps applied.
I still have to tweak some rogue UVs. Thanks for looking!


#45

here is a pic of the concept next to the working model. The post is rough right now. I still have some weight painting to do. I also need to tweak the dress and the pigtails…among other things. C&C welcome! I am using orange, green and light blue lighting. I lost my shadows somewhere in tweaking, I need to get those back…Next opst will have some shadows. the backlight may be blowing them out.


#46

here is my latest.


#47

Man, her body shape looks kind a weird to me. I sugest you revisit those points I posted on your previous version of her. Of course clothes and colors are much better, bur her shapes really don’t please me.


#48

Hmm I second jramauri… I think the outline of her head could come in to better pronounce her the shapes in her face. At the moment her head is a round blob, while her face looks a little manly. Sorry but the head and face do not seem to be working with each other. This isn’t helped by her torso, which seems wide compared to her arms and legs. The hands could also be a little more petite in my opinion.

I would define her chin and cheeks a little more, widen her arms and legs, give her some more shoulders, widen her fingers, then reduce the torso a little. Once fixed some of these bits I would then try and get it as close to concept as possible. You’ve come a long way, so keep going!


#49

hey guys,
thanks for the feedback.
I will take another look at thos overall proportions and such. I will put the legs closer together once I have her rigged.

Here are some of my refs. Will post updates after I am done working today.
thanks again!


#50

Here is a screenshot with latest changes. I changed the face-made the eyes bigger brought mouth closer to the nose etc. I shrank the waist torso and hands and I plypainted additional details and added volume to the arms and legs. I also trdid the hair.


#51

Here is a pose rendered in mental ray. Once I figure out glow maps…I should be able to finish… The fireflies were done in Photoshop.


#52

Ok,
I have fireflies glowing in a jar now…which, I would call progress especially since I found out glow effects in XSI are lacking. I ended up plugging the glow map into the Incandesence intensity of the shader and it seems like it worked. It is not emitting photons, but it is close to what i wanted to represent. This contest is great. I am really learning alot from this!


#53

man this little girl is creepy! I really like the firefly idea and the pose looks great


#54

thanks! i have been working my butt off on this character! It is nice to hear some positive feedback!:beer:


#55

Here are my maps and a couple of test renders-
I added a more intensity to the key light. Not photon intensity, just hue intensity.
Color with baked OCC

Normal:

Alpha:

Spec Color: Based on key and fill lights.

Glow:



#56

you may want to toss in a back light in order to make her pop from the black background a bit more.

also you might want to bake an AO map for the color pass inorder to make your texutres a bit less flat. also dont forget to tint the color of the AO map also so that its not just flat grey


#57

thanks for the input spider. The hair does blend into the background, I plan on using a much lighter background. Instead of using ambient occ. I baked the green channel onto the color. It kinda worked…but not as well as an actual ambient occlusion map.
thanks again!


#58


#59

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