Looking great J. Tho something is weird with the legs yeah, could just be the viewport's perspective though. Skin is looking pretty damn convincing, good stitching on the clothing too.
I have been staring at this model for a very long time now, so maybe I'm not seeing what's wrong with the legs. I can tell you though that I haven't changed them since the first page of this thread, so it's probably the viewport perspective.
Yeah this is looking SICK! but on the legs subject, i think it might be the skirt and the boots adding some sort of visual trick making them look short, but for me i think the knees are a bit high.
I appreciate the feedback, but before I get any more comments about the legs, I'll post this image. I think what's throwing you guys off is the fact that she's wearing her skirt really low. Oddly enough, after making this image, I realized that her arms are a bit short though ;P
I think another thing that makes her waistline look too low is the fact that she's barely got any hips. The silhouette doesn't fan out until the thighs, which creates the illusion that the pelvic bone is much lower than it should be.
Anyway, really great work so far. My only other critique would be that her chin seems too small for her mouth. I get that it's stylized, but thinking about the underlying bone structure, it's hard to imagine how all her lower teeth would fit in that jaw.
The backpack looks amazing. Do you think you can post the texture sheets for it? I've been trying to find good examples of how to get that soft leather look.
LRoy - Thank you. I'm currently using the 3Point shader for max, so kudos to 3Point Studios for releasing that! Anyways, I achieve the soft highlights by turning on additive specular, which also works great for skin.
Since you asked for 'em, here are my flats. I cropped some backpack bits since I don't want to drop a 2048^2 in this thread.
Hair is still very WIP, everything else is pretty much done I originally gave her the same make up as in the concept art, but I felt that it just didn't transfer well from a stylized painting to a more realistic 3d model. I toned it down, and it might change, but I'm pretty happy with how it looks for now. Also lengthened the arms to correct the proportions, and I decided to leave the shoulders and the chin alone. I feel that the shoulders should be on the wide end to give her a bit of a "tough girl" feel as in the concept.
Out of curiosity, does anyone know how I can get anti-aliasing to work in MAX 2011's viewport? I can't override it with my nVidia display settings. Would be nice for final presentation.
Nice model! A bit creepy though... In a nice way.
Very realistic details!
I had the same problem some time ago, I had to turn off something related to windows security (I don´t realy remember what). I think it is related to that message that pops when you want to change something at program files directory. (I didn´t find again the answer)
But generaly I use "Show Hardware map in Viewport" at material tab.
In this way the texture size is always full size.
Thank you for posting the map breakdowns on the backpack, it's a really excellent piece of work. The rest of her is quite good as well! Glad you stuck to your guns on the whole skirt/legs thing as well. Very cool stuff.
fabio brasilien - I've been reading up on enabling AA, but it looks like it's completely busted in MAX 2009 - 2011. Oh well.
Uly - Thanks, but you should know that the sheen is painted into the diffuse and the texture is set to 100% brightness. It's more of a target render at the moment until I figure out a way to make it dynamic.
dope update ^^ Hope you stick that one longer clump of hair on the front too, worked real nice on the blockout.
And would be kinda cool to see her with a bit more makeup (could tone it down from the concept a bit but little more could work).
Lovely result in the end...i wasn't sure about some topology issues watching the previous images but i think that would be a very minor problem....
Very well done
Looks Great!
If there is some space for crits...
The "ambient oclusion" looks a bit too dark. Mainly behind her backpack and her shoulders.
That cloth probably is not thick enough for those dark shadows.
Maybe that is just your lighting settings...
Looks sweet, love the hair and her outfit. Apart from the small error on the back of her left shoulder as Patrick pointed out, I can't spot anything wrong with it.
that is soooo nice J. really good job. I agree with Marq on the texturing though. Some subtle grunge, textured wear on the clothing could add a lot. maybe a bit of colour fading around the shoulders / pits where there's most friction.
I did a subtle colour variation pass on her and gave her shirt a bit more texture, as there was almost none before I also faded the shirt stripes here and there. Let me know what you guys think.
motenai - I won't change any geo at this point, but I'm curious about what you think is wrong.
PatrickL - Tell me about it... It's just one of those low poly limitations though. If I tweak the weighting to make her shoulder look good in that pose, it'll look worse in another. I don't know if I'll bother "fixing" it as any solution would be a hack.
fabio = You're on the money. The AO was way too intense overall
This came out really good. I could see her being the type who might decorate her back pack with stuff. Maybe patches of her favorite band logos sewn on and some creepily cute toy hanging from the straps- things like that (I just noticed you had some neat buttons in the back view concept).
AO shadows under the arms might still be on the heavy side, and for the sake of the pose and presentation I don't think anyone would begrudge you to hand tweak the verts that aren't deforming well. Everything else is looking great!
Aw man, I haven't seen that cartoon in ages. I don't think I ever saw any episodes with Triana, but she is very similar.
Buttons! They were fun to make I "fixed" the shoulder problem too, so I'm calling her done for real. Will be posting final images when I star updating my site.
The hair in particular is stand out. It looks like you made some additional maps specifically for that purpose. Care to elaborate on how you achieved the look of the hair shader?
EDIT: Nevermind, this thread is like a billion years old. I should have looked at the date.
Replies
I have been staring at this model for a very long time now, so maybe I'm not seeing what's wrong with the legs. I can tell you though that I haven't changed them since the first page of this thread, so it's probably the viewport perspective.
Updates to come soon!
Anyway, really great work so far. My only other critique would be that her chin seems too small for her mouth. I get that it's stylized, but thinking about the underlying bone structure, it's hard to imagine how all her lower teeth would fit in that jaw.
still waiting for you to slap some hair and makeup on there, been watchin this for ages :P (hope you finish this one ^^)
Wex - I'll take a closer look at the chin, maybe I'll change it, maybe not. I've gotten really used to it, but that might be the problem.
Nizza - I can't wait to get started on the hair, so I might just do that next
Anyway, I think I'm going to call the backpack done.
Lovely model and the texture is looking ace atm
LRoy - Thank you. I'm currently using the 3Point shader for max, so kudos to 3Point Studios for releasing that! Anyways, I achieve the soft highlights by turning on additive specular, which also works great for skin.
Since you asked for 'em, here are my flats. I cropped some backpack bits since I don't want to drop a 2048^2 in this thread.
Hair is still very WIP, everything else is pretty much done I originally gave her the same make up as in the concept art, but I felt that it just didn't transfer well from a stylized painting to a more realistic 3d model. I toned it down, and it might change, but I'm pretty happy with how it looks for now. Also lengthened the arms to correct the proportions, and I decided to leave the shoulders and the chin alone. I feel that the shoulders should be on the wide end to give her a bit of a "tough girl" feel as in the concept.
Out of curiosity, does anyone know how I can get anti-aliasing to work in MAX 2011's viewport? I can't override it with my nVidia display settings. Would be nice for final presentation.
Very realistic details!
I had the same problem some time ago, I had to turn off something related to windows security (I don´t realy remember what). I think it is related to that message that pops when you want to change something at program files directory. (I didn´t find again the answer)
But generaly I use "Show Hardware map in Viewport" at material tab.
In this way the texture size is always full size.
I hope that helps.
love the bold direction you went with less ass and boobs and overall more male-ish features. well accomplished!
Sorry it was too early here.
But I think this post answer your question:
http://www.polycount.com/forum/showthread.php?t=69730
fabio brasilien - I've been reading up on enabling AA, but it looks like it's completely busted in MAX 2009 - 2011. Oh well.
Uly - Thanks, but you should know that the sheen is painted into the diffuse and the texture is set to 100% brightness. It's more of a target render at the moment until I figure out a way to make it dynamic.
And would be kinda cool to see her with a bit more makeup (could tone it down from the concept a bit but little more could work).
Unless you guys spot some glaring errors, I'm calling her done. I'll be taking more screen shots and updating my site soon.
Very well done
If there is some space for crits...
The "ambient oclusion" looks a bit too dark. Mainly behind her backpack and her shoulders.
That cloth probably is not thick enough for those dark shadows.
Maybe that is just your lighting settings...
Again though, looking really really nice.
I did a subtle colour variation pass on her and gave her shirt a bit more texture, as there was almost none before I also faded the shirt stripes here and there. Let me know what you guys think.
motenai - I won't change any geo at this point, but I'm curious about what you think is wrong.
PatrickL - Tell me about it... It's just one of those low poly limitations though. If I tweak the weighting to make her shoulder look good in that pose, it'll look worse in another. I don't know if I'll bother "fixing" it as any solution would be a hack.
fabio = You're on the money. The AO was way too intense overall
AO shadows under the arms might still be on the heavy side, and for the sake of the pose and presentation I don't think anyone would begrudge you to hand tweak the verts that aren't deforming well. Everything else is looking great!
Buttons! They were fun to make I "fixed" the shoulder problem too, so I'm calling her done for real. Will be posting final images when I star updating my site.
Thank you again for all the feedback guys, much appreciated!
The hair in particular is stand out. It looks like you made some additional maps specifically for that purpose. Care to elaborate on how you achieved the look of the hair shader?
EDIT: Nevermind, this thread is like a billion years old. I should have looked at the date.