Hot Mama-modeling


#20

wow…heavy work!

nice!

cut


#21

LORD OF THE UPDATES! :slight_smile: no comments, since you just follow the concept! :smiley: :thumbsup: good luck Kenn


#22

I really like the hair you have done and the curlers also. No real criticism at all. great work.


#23

Alright, first go back and check my last update on the hair. I changed out those pictures to update where I have added the loose locks out of the rollers on each side that Kirt had in the concept as well as moving some geometry around from when I mirrored the sides so they wouldn’t look mirrored. Now, meanwile back at the ranch…

Unless otherwise noted, here are the final OpenGL captures of the Mom character. Kirt let me know if you need anything else. I did notice that you didn’t have any rings on her fingers, ie. wedding band/engagement ring. I know the face mask area will be a texture with some gloopyness to it. I didn’t model any eyebrows in that area for that reason. If you want I can for extra affect in expressions but being who she is she’s probably tweezered them down to a pencil line so they wouldn’t show up anywho under that “beauty mask”. Well here you go, done a bit quicker than the last model.



Kenn


#24

:thumbsup: excellent work Kenn!

One last thing though … it looks like she has a mouth full of cheetos. Can you smooth out the bulge in her jowls a bit?

Thanks :beer:


#25

Here you go Kirt I smoothed out the “jowels” of the face a bit more and gave it more definition. I’ll PM the links to the FBX files for the hero and mom that are on my website to you. Lluis already has them and will start on the Hero soon.

Kenn


#26

… and the pointy chin?


#27

This is another great model, we have to start texturing and shading on both Hero and Mom soon. I’m not very good in texturing and UV, anybody volunteer?

though this characters don’t need textures so much but there should be someone for texturing and shading in team.


#28

Alright you got me on the pointy chin…here you go…

The fbx file has been updated as well for the link I sent you.

Kenn


#29

me me linke me!


#30

:thumbsup: Approved!

We need a texture guy …


#31

Can we get a front page advertisement for that position? Come on Kirt see if LilDragon will hook us up!

Kenn


#32

Time to ‘Kirt learn and do texturing in 3D!’ :stuck_out_tongue: :slight_smile: :smiley:


#33

so amazing… first time i see this thread :wink:

i love it all the way around cougar… great great great :beer:

agreed on texture guy… get someone in here :wink:


#34

Heyyy, wait a minute, I’m thinking … [thinking]

[lamp bulb lights]
according to Kirt’s Sketches, tex avery and MASTER chuck jones styles, we do not need such a heavy texturing at all. we can manage it ourselves. it’s hard to find a texture guy these days!
[/lamp bulb explodes]


#35

I agree Ila, texturing duty would be fairly light. I don’t want to over-kill the simplicity of the character designs with a bunch of bump maps, transperancy masks, etc.

But it would be nice to have a small amount of detail added. For example on this model, I think it look more finished with the mud mask blobby and maybe a small bit of cucumber on her cheek. :smiley:

The hair could use some texture to define the strands of hair better. And of course a little bit of variance in the color of her skin, not much but enough to communicate that she’s not wrapped in a rubber artificial skin suit.

I’d love to try texturing, but until I get off of Maya PLE I don’t know that I can get much done. I really can’t stand working in that application with those horrid watermarks. :argh:


#36

All you need to do is to post the screen captures for the UV maps so the rest of us can all work on them in Photoshop. We don’t necessarily need to be working in Maya to create the maps. Just an idea…do we need to start a UV map thread? Anyone really good at laying out UV maps for characters in Maya? I know how to do them in LW. I think they export with the Kaydara FBX plug-in if thats the last resort.

Kenn


#37

:slight_smile: yup, FBX stores a lot of info, including UVs, I’ll give it a shot.


#38

Nice !! Well done!
For the green mask, you shouldn’t model it as done here. Textures with unregular boders would be better.
:beer:


#39

Thanks Nicool for the comment. The model was done in LW and was exported as FBX to be textured and rigged in Maya. The mask you see on the OpenGL captures were just for reference and the lines flow to accomodate deformation when the actual texture maps are created that will approximately follow them. Thanks again for checking out the project!

Kenn