Yeah, I absolutely love the style! gotta agree with these guys on both of those crits, I would also add that the transition into the toe curl could be a lot smoother. From the look of it, you probably won't even have to add more polys there, just pronounce that curve a little more. However, it is a little hard to tell exactly what is going on with the toe from that angle. A side shot might show the curve a little more. Either way, I still think you could push it a little more. Looks great! A really pleasing design and great mesh flow. Rock on!
Softened the brow, 'toe' curl, beanie edge, and increased the size of the leaf to make him feel a little smaller. Also tweaked the eye to get a more almond shape. The main reason I kept the eyeball was to get the round, bulging shape. I'll more accurately place the leaves during the texture phase.
Looks great and love the style as well (especially the burly forearms). Glad to see you left some flare to the hair at the forehead. I couldn't tell until you posted the side view. I kind of miss the curly-Q hair from your front facing concept art though.
It's overlapping polys with alpha. You can have one alpha over a non alpha, but one alpha over another alpha over a non alpha, is bad. Try separating the objects and then joining them in the order they should draw, body first, leaf second, hair last. Also trying making a multi sub material, copy the material from one slot to the next so it's identical, just different IDs. Then assign the IDs to the faces in order, 1 to the body, 2 to the leaf, 3 to the hair.
poop: The detach/reattach trick worked! The material ID thing didn't however. Figured the whole problem was some sorting issues, but I hadn't seen it be so selective like that as it wasn't doing that leaf against leaf. I'm guessing it has to do with how I attached all the other leaves initially? I also noticed it was only effecting the non-binary values (those values in-between the black and white on the alpha). Thanks again!
Holy hell, could they make rigging any more painful?
Oi, at least it's done (or as done as it's going to get).
The back looks even more fubar'ed
During that horrible process, I worked on this band guy (helped to numb the pain). Inspired by those older concession spots before the movies where the sodas and popcorn boxes would dance around so that you might like to purchase and consume them. I promise the next thing I do won't have a big head and red nose
Pulling this thing out from the depths of forum hell.
*dumpdumpdump*
Finally got around to finishing the textures on the fairy.
Female head. She's got some morph targets for lipsyncing and putting into silly poses.
Final project for school. The litter collecting robot mistakes the girl's stuffed animal for trash and tries to take it from her, chase ensues, damage is done, fun is had.
Things still don't look right on the model, but hopefully I'll be able to fix her up. Head and hands are chop jobs from other models, so they'll no doubt look different in the end.
I really like your work Its unusual in a good refreshing way. your female model reminds me a little of one of my friend's characters a little bit. http://www.juliushettig.com/3d_pilot.htm
Wow I really like the style of your very, very lovely.
How are the wings attached though? They seem to be just glued on in one shot and floating behind him in another.
Replies
BTW if your going to keep the black eyes you wouldn't need the have eye ball as they wouldn't need to move.
It's a little too sharp right now, even if you want to translate it from your concept it could use a smoother transition.
Softened the brow, 'toe' curl, beanie edge, and increased the size of the leaf to make him feel a little smaller. Also tweaked the eye to get a more almond shape. The main reason I kept the eyeball was to get the round, bulging shape. I'll more accurately place the leaves during the texture phase.
Can't wait to see the textures.
REL: Fear not! The curly-Q stays, though I'll have to remember to put some shadow down to push it away from the forehead.
Here's what I've got so far. Still a bit left to do, but you get the jist. Oh, and the added leaves bumped him up to 1910 tris.
And does anyone know why max decides to screw up only these alphaed hair polys? It seems to only affect the edges of the leaf's alpha...
poop: The detach/reattach trick worked! The material ID thing didn't however. Figured the whole problem was some sorting issues, but I hadn't seen it be so selective like that as it wasn't doing that leaf against leaf. I'm guessing it has to do with how I attached all the other leaves initially? I also noticed it was only effecting the non-binary values (those values in-between the black and white on the alpha). Thanks again!
Holy hell, could they make rigging any more painful?
Oi, at least it's done (or as done as it's going to get).
The back looks even more fubar'ed
During that horrible process, I worked on this band guy (helped to numb the pain). Inspired by those older concession spots before the movies where the sodas and popcorn boxes would dance around so that you might like to purchase and consume them. I promise the next thing I do won't have a big head and red nose
Holy hell, could they make rigging any more painful?
[/ QUOTE ]
Thats why you should release a SDK, so that people who like to rig can to that for you!!
*dumpdumpdump*
Finally got around to finishing the textures on the fairy.
Female head. She's got some morph targets for lipsyncing and putting into silly poses.
Final project for school. The litter collecting robot mistakes the girl's stuffed animal for trash and tries to take it from her, chase ensues, damage is done, fun is had.
Things still don't look right on the model, but hopefully I'll be able to fix her up. Head and hands are chop jobs from other models, so they'll no doubt look different in the end.
I will be sure to follow your progress.
How are the wings attached though? They seem to be just glued on in one shot and floating behind him in another.