Hi.
Here is a character I am working on atm. Its a simple stylized figure and I will give her a sword. I want to make a lowpoly version and rig her. Would be nice to animate the ded teds and the bunny ears with her walk and run cycles. I am also going to try and use planes for the hair. She also needs some basic expression and I guess they will have to be done with bones. Here are some shots:
Some construction wip shots:
All crits welcome.
Cheers
Replies
Front bangs feel weird to me, but I suspect you're going to retopologize that in a particular way? Feels more like a bulging mass than bangs pushed out from underneath.
I like the style though and the lankiness. Feels so sweet!
Keep it up!
A bit more. The crotch is dropped, legs a bit more shape. She has a mouth and teeth, a sword, some cap fasteners and a sword arm guard, new goggles and wrinkles also pulled back the hair a bit and am now busy with the card strip version
Thanks again for the support.
Cheers
@ kosh_fotsirk Thankyou! Stitched up the tedz and like you say the place where I had the crevis is mostly flat on real people. I think it looks better played down like you said.
The tedz
and tedi
Thanks very much for your comments.
Cheerio
Chris
Congrats on finishing your character btw.
Here some skin and wires.
Now onto baking.
Cheerio
As for the face paint over, are you trying to show she has paint on her nose or that it is blushed because of a cold or something? If it is because of a cold, it should be a bit less saturated and more blended with the skin. If it is paint, make it more obvious with some paint crusting, stroke lines on the ends. Right now it is a bit uncertain I think.
Yeah I got the joint config from a Jon Rush workshop and Jon used to have a site with gif animations that explain them but the site seems down. The only thing I could find is the pic here. I do most of my joints like the ones on the right except I weight the verts so the back of the joint collapses on itself.
The hand looks like this:
So Far I have had quite a bit of success with deformation. Its the same system I used here:
[ame]https://www.youtube.com/watch?v=D3FvM3vgGTA[/ame]
The triangles on the torso are not mean as extra geometry except where needed. The tris are to stop twisted quads and also raises many polys enough so they dont need more distance from the high poly, or in some cases to cause a crease where is is needed. These tris are not extra because a quad is two tris anyhow. The extra edges around the belt are needed for the bake, it does make a difference. The cage is hugging the form as much as possible.
I like the nose blush for a cartoon character but it is something to keep an eye on when the texturing is further along.
Thanks for your pointers!
Cheerio
Cheerio
1080p A turn around and a bit of deformation from the lead character of the Teddy Hunters. A game where the Anti Xmas has sent forth legions of deranged toys to conquer the universe. The worst of which are naturally the voracious and cunning Teddy s. Tedi and her team must slice and dice, hammer and blast their way through multifarious possessed playthings, but instead of blood n' guts there is stuffing n' stitches.
really reminds me of tankgirl.
@katana Thanks for the comment and thanks a lot for the advice will go over the colours.
Cheers
Cheerio
@amirabd2130
Thanks for your comments guys!
Haven't been geting thread notifications so I missed your comments.
Cheerio