HMC #20 - Aang, The Last Airbender


#21
     Not really! In my experience the fewer loops the better on cartoon-style characters, depending on how much creasing you want in certain areas. You do need a solid, well-placed minimum though to get the overall shapes and defs you are aiming for, so the model retains its look once subD-ed or approximated. A good idea is to do a concept sculpt first on a sculpting layout to get the look down and then figure out the needed loop flow during retopo. 2D to 3D can be very difficult to get right, especially Anime and its derivatives for some reason.
     Common practice is to use lattices to get the extreme deformations such as bulging eyes, extremely deformed mouths incl. teeth & gums etc. I dont know of a good, free, online ref, but there are two books out there that go into decent detail on how to do that: "Body Language" by Eric Allen & Kelly Murdock and "Stop Staring 2nd Ed" by Jason Osipa. Both focus on how to do this in Maya, but if you know your app well enough, the general principles should transfer easily.
     
     Hope this helps.
     
     Cheers!

#22

wah, book looks are interesting, I will going to check it out. ~ tks


#23

Yep, anime heads are difficult. I agree with TheRazorsEdge regarding the topology - less is more for cartoony people.


#24

Avatar seems like a bit of a mix between western animation and anime, at least to me. The characters don’t seem to have the rather chiseled, highly simplified features that a lot of anime seems to.

Anyway, here are a few possibilities and pointers on how you might be able to achieve what you’re going for, Wyatt:



#25

Cool work. Looking forward to more updates.


#26

Are you going to work more on this Wyatt?

-Rage


#27

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.