Been away a long time, back again with some eye candy, shots of a model I've built & rigged in Blender. It's nearing the end of texturing, still some tweaks to facial vert weights to do, but worthy of a look I think:
working pose 4-view
some "beauty pose" shots
portrait closeups.
Model's probably too high in polycount for game use (though maybe not next-gen, who knows?), but will be featured in an animated short I have in the planning stages, working title
Kata.
Feedback always welcome.
Enjoy!
Replies
Just my two cents.
As for the ear, my best advice would be to look at some pics of real ears:
I've tried to show the main forms of the ear, you should look at some pics from the front to. Notice how the red form wraps into the depths of the ear.
for me, ears are good. Not all the ears are the same, so the forms could vary
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I agree - ears are very individual. Personally, I noticed these to be an 'odd' shape.
Do you have any reference for the ear you made?
I find the following is useful when I'm building them myself:
Here's thumbnails to some wire and rig shots (thumbs because they're pretty big images):
The feet also need some work.
Otherwise not bad.
Edit: the overall torso seems elongated to some (smaller) extent. Head is a bit to big in scale compared to the body and the back of the head, or more precicly how it connects to the neck is to aprupt.
face looks like a pretty man
which is ok because some women look like men.
"don't look at the mantle piece while stoking the fire" is the obvious mantra here
But as Hawken said, its believeable as it is so its up to you wether you want to change it
Nice work
Re: the face. 'Twasn't my intention to make her tend toward masculinity, but I was trying to avoid the rather stereotypical ultra-fem look. Part of the overall look is technical -- it's hard to "pluck" particle strand eyebrows, for example -- and part intentional. The character is a fighter (Kata will be to some degree a martial arts flick), very self reliant, very confident, and these qualities aren't usually easily seen in the girly-femme face so often seen as "feminine." She's also not wearing any "makeup," those little tricks the fairer sex uses to enhance their natural endowments, but which also contribute a great deal to the cultural norm of "beauty."
Not that I'm trying to bust any gender lines, just not wanting her to look like an everyday sort of beauty queen. Drop-dead gorgeous, probably not. Attractive, well, that's definitely a goal.
All points well-taken though, and I'll see how incorporating them works out.
The ear's less "perfect" in its curves, with some interior changes as well (though it may be a tad big now??), jawline trimmed a bit in the chin area, cheekbones rounded out. One thing I noticed -- the hair style makes her face look significantly longer than it is, what with the shadows and straight fall from the temples, and that may have also contributed to the somewhat more masculine look of the previous version.
Skin texturing now nearly complete for the full body, with blemishes and coloration variety added (may add more as I detail the hands and feet). Adjusted the costume material as well, it was too obviously leathery before, now has deeper & richer darks that contrast better with the skin coloration & texture. Pose at right hints at the type of content the animation will portray.
Good luck, that will be really hard to animate well with a fairly realistic body like the one you've got.
I assume she'll be performing a kata.
[/ QUOTE ]Of a sort, but not one of the formal kata from karate. The word means "form," and I'm broadening that meaning to include more than that from the martial disciplines. Artistic license and all that. And despite the naturalism of the character (a word I think is more accurate than "realism"), there will be a strong fantasy aspect to the short.
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Good luck, that will be really hard to animate well with a fairly realistic body like the one you've got.
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The challenge of portraying the human form in motion is one of the reasons I want to make Kata. The basic principles are the same as working with a more stylized figure, they just have to be approached with a more subtle hand, perhaps, not as much room for broad & exaggerated gestures. Definitely not a simple subject, but one I think will make for an interesting film.
She's great looking... not sure I like the pic where she's showing her teeth... makes her face look too long and the eyes look off. A little too wide set and they don't "smile"
But otherwise she's looking great!
I mean seriously... it is completely circular
Sure the hair is covering it up a bit, but why not make it right anyways? And the neck is probably visible even with the hair.
...why not make it right anyways?
[/ QUOTE ]For the same reason I haven't modeled the crowns of her molars, because it's unnecessary work. I have a great deal to do that is necessary. There's even a fair possibility that much of the geometry of the hidden area of the skull will be removed. The hair is a soft-body "wig" designed to have some limited motion during the animation, not "realistic" but enough to keep it from looking like a helmet. As such it's subject to occasional minor but visible collision errors with the skull geometry, the visual effect of which can be eliminated if there are no faces under the hair (there's a separate collision proxy skull that does not render, btw).
There's implied volume in the hairstyle that makes its shape appropriate, and the curve at the back of the neck implied by the shape of the "wig" doesn't look particularly out of kilter to me. Feel free to be more specific with a paintover or markup, it might help me see your point more clearly. But as far as getting the hidden part of the skull more anatomically correct, unless there's a pressing need to do so, it'll probably stay as is.
Stills:
23 frame 360deg turn @ 1fps (QT)
BTW, I used bump mapping because the raytracer I'm using doesn't play well with tangent space normal maps.
C&C welcome as always.
The face looks great.
Yeah she emotes really well, but show some gums man! Good work so far!
[/ QUOTE ]Thanks, Johny & Snowfly. Yep, the gums aren't evident, part of the test was to gauge the size of the teeth, and also because the color shader for the gums was left out of the renders -- it's on the same flat as the costume and I didn't want the facial "swash" to obscure the expressions.
Could use some opinions on a new treatment of the eyes, I added reflections to get a better "wet" look, but the raytracer picks up a lot of the environment as well, tending to obscure the depth of the iris and pupil. Too much so? Feel free to comment.
No reflection on top, with reflection below, similar camera angles. Thanks!
...or you could paint a reflection map.
Anyway, I like the blackness of the iris on top, but the reflectivity of the eyes in the bottom. Also, if you're going to be that up close...she needs tears (depending on how realistic you want to make this).
love the pouting face
The facial expressions are cool
@ Illusions: Blender has some settings similar to that, I've adjusted them to minimize the obscuring effect. Thanks for the input. Good suggestion on the tears layer, I've added that in as well, and pulled the mesh around to form the tear ducts and visible tissues at the outer eyelid creases.
@ Virtuosic: Good call on the frown creases. I'm starting a library of expressions soon, I'll add them in to that pose. Thanks!
@ Sectaurs: Yep the previous bump map for the eye was not ideal, and caused a small ridge at the iris edge that the cornea material's IOR magnified. Fixed now.
@ vividly_pathetic: I'll see how toning down the specular looks. Thanks for stoppin' by!
@ Richard Kain: I'll likely be running a number of test anims in the coming days as I finalize the rig and weighting, though they'll probably not have the high render levels of the stills. Savin' that for the final short. Stay tuned!
@ MoP: THanks, dude! Yeah, the eyes materials should have been fairly straightforward, but the raytracer I'm using (YafRay, external option fro the latest Blender) doesn't treat the Specular and Hardness settings the same as Blender Internal scanline. I've got the Spec & Hardness turned way up, and boosted yet again using some texturing channel tricks, and I still can't get a hard highlight from my key lamp. So I had to fake it by using the RT reflections of a big white, self-illuminated plane set off camera. It's actually more "realisitc" that a Spec-only approach (high-spec highlight are just reflections after all), but more difficult to implement due to the placement issue. Glad you like her emos!