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yep, i'm making you-know-who. Normal mapped this time. If i pull this off right i'll be able to move on to someone else
i'm on the face making stage right now. I want to get the face looking right BEFORE i start my body making adventure
the edgeloops are freaky and i
the low poly mesh (game mesh) was quickly half-assed before the high poly, will redo it soon. It was quickly mocked up for basic volume shape translating from picture
Downloading xnormal at the moment.
Replies
The mouth is flat and looks cut out -- lips, especially more feminine ones, curve in very organicly. this is male, but take a look:
Depth, and smooth, sculpted forms are going to look more feminine than a girlish but flat shape.
You have a similar problem with the eyes. The eyelid, even for anime, looks false and flat. The whole thing needs more depth, and more attention paid to the 3d forum -- not just flat surface shapes. Also, the tip of the nose comes out of nowhere. Asian women, especially anime ones, don't have a very apparent nose bridge, but it's still there. Necessary to have it, however faint/smoothed, for the mesh to flow believably.
2. At least look at some other people's anatomy posts.
3. Read a book. (Anatomy)
... /offtopic
If I look at those reference pictures (which are not really great to be honest) the most important feature I think is the "roundness" (yay I made up a word), which isn't represented in your mesh at all so far.
I good way to get a feel for that would be probably to model the entire head shape roughthly first instead of just making that mask (which is a bad habit anyways as it makes it hard to spot anatomical errors that only really appear when the entire head is build).
Anyways if you are looking for more reference I would say the Miyazaki anime style is closer to the reference than that "regular" anime style, and thus could make for good additional reference.
Otherwise it is also always a good practise to actually try to draw an edgeloop approximation right onto the reference picture to get an feel for the forms (best is actually to print it out really big and draw on it by hand).
Hope that helps.
look at the Naruto model there for the style of yours. you seem to have just outlined the profile and front view and filled in from there with no accounting for the underlying facial structure. it's very amateur. ive seen you do better and here it looks like you've forgotten everything you've done in the past.
you picked a HIGHLY stylized character with EXTREME animations that you want to pull off. you will probably need to break her down to just a 'normal' person, forget all the extreme animations when building her. base it in reality first before stylizing.
'anime' is not a shortcut
and dont worry about normal maps until you get to that point
you picked a HIGHLY stylized character with EXTREME animations that you want to pull off.
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nothing wrong with having ambition
OK THANKS GUYS i scrapped my face and totally made a totally new, not-suck-as-much one. I quickly mocked her dress and hair on to make her look more like her than some baldie
fun render, LOVE subsurface scatter.
But it looks a lot better!
also her head in general seems rather sharp and flat on the front, it should have more of a curve going round from the front past the cheeks to the sides of her head.
Oh you are using blender ?
i use it too , please , can you share the blend with me through
- Email is delete from the post by poster -
for educational use
thanks
You could do the side of the nostrils a bit more defined, so that the bottom part of the nose, where the nosetrills stood out a bit more.
Know what I mean? Like in manga, you sometimes see no definition of the nose other than a shaded nosetrill area.
My 2 pennies, but I'm just a gnub, so..
/edit the Naruto models are beyond awesome.
no
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HAHAHA!
But seriously now, this is probably the first high poly mesh I've ever seen from you, Cheapy. The second face attempt is a huge improvement, but you still have a bit to go. I know its still early days and there will be tweaking here and there and refining some of the shapes.
I think at the moment, the eyes and the mouth are the only 2 things that I'm not a big fan of. But that may be the style you're heading so its not really my call.
I think seeing a front and side version with wires may help with crits as well.
Boobs look great though!
-caseyjones
http://boards.polycount.net/showthread.php?t=52976
with the same software , Blender , and if anyone wants the Blend , i will send it to him after the work is complete .
regards / 3DGURU
anyway I haven't had time to work on the hi-poly version lately but I did a version for
THAT
GAME
YOU LOVE
(is now ruined!)
THATS RIGHT QUAKE IS RUINED
I even did some of her melee attacks, no axing here.
oh the specs
1038 triangles (mostly from MDL vertex splitting, otherwise she's normally 800 triangles)
858 vertices
256x128 skin (plus another 256x128 to accompany the quake gun and muzzleflash and Linlin)
now before you complain BAWWW LEILEI IS IN QUAKE ITS RUINED, be warned that I come from the age when Chuckie Finster railing other living bongs in Quake 2 strogg detention centers were no issue.
bugs!
- her feet through the floor (fixable)
- cleavage popping out of clothes clipping through (integer vertex precision only by the MDL format, unavoidable)
..
*hum, interesting.. its from 2008, i thought it was from 1998.*
no but seriously, i like it that you do your own thang.
*wont comment at cheap's art because he makes the same models over and over and over and over and over and they all look the same XD*
good luck , regards .
Or like this:
Finally got back to the mesh, tried to make clothing but the baggy pants don't look baggy enough and the red dress part looks odd (especially aroudn the chest area where I had to adjust due to clipping nipplage which accidentally gives the illusion of her breasts bigger than they actually are) I didn't do her shoes but started on those *last year* Also is the head too small? I tried to follow proportions from the official artwork
maybe I should just sculpt this instead. This subsurf stuff didn't turn out very good
(there is a body underneath though, but lacks arms. Earlier long neck shot with a test 'shrinkwrap' clothing from playing with new 2.48)
Made her for Q3 in mind, hence the torso/head split here.
I should also mention that she also has real arms in there as well but I didn't really put that in the picture
LOL i love it.
yeah, i second that. and on a meta level -- i think out of all the strategies in all of the disciplines, this one has to be one of the best:
if you want to do something, find someone who's getting the results that you want and do what they do.
anyway, back on topic -- this model ain't bad man. you're definitely getting better.
i also deeply admire your ability to stick with what you want.. that's amazing. i don't have willpower like that....... but i still think you could learn more if you copied another person's style and made anime characters or gargoyles... just imagine if bobo or bill made a anime character.. and then do that.
That ain't no ngon, that's Blender's 'wire mode' being stupid cutting out lines undesirably.
That's exactly what i'm doing this time around, there's some demonprincess influence somewhere in there
i'm pretty bad at this arms rigging thing.
skin still in progress
any idea on whats up with her face? the britney spears slut eyeliner is unintentional.
[ame]http://www.youtube.com/watch?v=3OZa1TIEjZQ[/ame]
I think there's only a couple of joint-related issues to fix (elbows being too simple and the feet lacking heels) so she's almost really done. Unfortunately I have to use stock skeletons and animations since the pipeline I use is still limited.
I support you, old friend.
ahah.