wow…so much effort put into it. Inpiring to strive more for my first human model. Keep it up! btw, ur link is realy helpful for tips on the model :D:bowdown:
Miranda [to Ver.2] ... (Nudity)
And more!
The combination of MAYA Hair with projected texture.
Over 10 minutes to render for each.
It is good since the render time for MAYA Hair “Fullset” costs over an hour, however it is not enough to make a lot of movies. I’d better to reduce the rendering cost more.
C&C are welcome! :bowdown:





Vote please!:bowdown:
[[size=2]http://forums.cgsociety.org/showthread.php?t=764093[/size]](http://forums.cgsociety.org/showthread.php?t=764093)
Hi!! 
My master has instructed me to make the hair fibers more thin.
I feel he is a kind of crazy, but now I’ve done it as possible as I can.
C&C are welcome! :bowdown:

I think it looks great. I like how a few loose hair strands are seperated from the bulk of hair, thats very realistic. The only place to improve is where the hair line starts. (The dark part on the scalp underneath the hair is texture on the model, right?) Maybe just bring that back a little into the hairline.
Regards
Giom
Hi my mate! 
> a few loose hair strands
It is the ORIGINAL follicles by MAYA Hair but set decreased to a few fibers.
The original MAYA Hair style with a lot of fibers are baked on 6 NURBS surfaces’ texture.
This method to get NURBS curves from NURBS surface is a common method, and you can view it by Mr. Mike Fudge’s tutorial now (serach it!). The positional deffirences between hair fibers and baked surfaces make this kind of wild, loose result. This is the trick.
What I’ve done is the combination of baked textures with MAYA Hair fibers.
And some randomize MELs (for curves or follicle attributes) worked a lot with least work cost, that’s good!
The border between skin and hair is difficult for me for now.
It might need some more work, but I want it to be later after a meeting with my master.
Thank you! :bowdown:
Hi there! 
You might know I’m going to make this muscle rigged figure to be “a kind of product”.
However “fullset” muscle rig is precise & detailed but pretty heavy.
So I’m going to make the rig “lightweight subset”.
And now I wish you to test "the least rig" as [a sample scene (link)](http://www.asahi-net.or.jp/%7EDM5K-STU/WIP/Lightweight-Rig-Test-01.zip).
This is almost the equivalent to MAYA regular Smooth Bind, and the operation speed for the lightweight one will be closer to this least rig as possible as I can. Of cource, I try to make this subset with least differences from fullset in the result as muscle deformations.
If you interested to this muscle rig, please vote!
[http://forums.cgsociety.org/showthread.php?t=764093](http://forums.cgsociety.org/showthread.php?t=764093)
And one more important thing.
This "least rig" is made in [b]5 minutes.[/b]
C&C are very welcome! :bowdown:

Hi all! 
Now I'm on the final test for my muscle rig before making it to lightweight one.
Here is a few test movies.
I feel sorry that I'm a beginer in animation making, but also I feel confident the result of muscle deformations.
C&C are welcome! :bowdown:
Movie: Anim-Test-13A.mov
Movie: Anim-Test-13B.mov



[img]http://www.asahi-net.or.jp/%7EDM5K-STU/WIP/Anim-Test-13B.22.jpg[/img]
Hello! 
I’ve started to make the lightweight muscle rig.
It may take a week to complete.
C&C are welcome! :bowdown:

Renpooo the stuff you’re doing is really amazing. I wish I can do the same one day. Since you have such a level certainly must you work on high scale projects no?
It reminds me of something I’ve always thought about, japanese people make a lot of CG but why don’t they post their works at CG talk? I am thinking of game artworks like Final fantasy XIII or Devil may cry stuff. Do you know why?
Because they have their own forums like this but in Japan, every country has a lot of CG forums for art in their own languages. This one is primarily english speaking while the Japanese ones are japanese oriented. I hope that answers your question.
Hello! 
>Weihalter, kblackwd
Basically there is a great language barrier for ordinary Japanese. They are not trained at both English skill & logical thinking, so it’s hard for them to communicate in English. And it is true that there is a Japanese domestic 3DCG community, but it is getting “poor”. Furthermore, I’ve heard a rumor that Japanese 3DCG designers cannot be allowed to use those screenshot of their public works (e.g. game/movie/CM) for their own portfolio by the reason of secret keeping. Maybe these are why Japanese designers don’t come here.
> All
I’m trying to drastically reduce the number of muscles to simulate. When I will succeed, this muscle rig will be faster in operations.
C&C are welcome! :bowdown:

Hmmm.
I got a serious scold from my master.
He said “why don’t you consider human perception for these head snapshots, you have to simulate human eyes”.
He’s really true.
I must care the perception even for an snapshot.
Eye see ^^; It’s true that your character is technicaly incredible but perhaps she lacks expression. I am sure you can do this without any difficulty :).
By the way do you have a link to Japan’s CG portal? I am interested.
Good afternoon! 
I’m working on simplifying those muscles.
The base construction has done now.
However I must pay a lot of attension on the workflow to transfer those settings from FULLSET to SUBSET.
C&C are welcome! :bowdown:





