View Full Version : BiG ToE - Fan Art - Ghost in the Shell
29-02-2012, 06:50 PM
place holder. I'm leaning towards the main character lady. :evil:
29-02-2012, 07:03 PM
good choice, no balls on this one though
29-02-2012, 07:05 PM
it will have two round sacks, don't worry.
29-02-2012, 07:10 PM
well ( . )( . ) are a signature look for her so put some extra polys on those ;)
03-03-2012, 05:46 AM
Hehe, I am going to have fun with this one. Well... What ya waiting for Christmas or Easter, get a move on. Show me some tata's. LOL.
03-03-2012, 06:28 AM
03-03-2012, 02:56 PM
I'm doing lots of research. Need two handfuls of refrences.
03-03-2012, 03:29 PM
i was thinking of making Kusanagi too :D
sexxxxy! let's see some progress already!
03-03-2012, 09:08 PM
finished up:evil:. put together some refs too
03-03-2012, 11:18 PM
Bottom left is awesome, and not just because she's naked. I've always wanted to make a "jacked in" type image. Someday.
03-03-2012, 11:31 PM
pages 57 and 58 of the dark horse english edition should prove to be good reference ;)
03-03-2012, 11:46 PM
I'll try and find it.
15-03-2012, 04:39 AM
Some head and hair. Hair is bugging me, so it will most likely change, soon.
16-03-2012, 04:03 AM
started on the body:
16-03-2012, 12:02 PM
Nice Thighs, keep at it
17-03-2012, 04:03 PM
nice start. some nice round shapes and good topology. as for crits - imo her eyes and jaw line look weard. i atatched a suggestion how it looks better for me. what i did was made her eyes a bit bigger and pinched side of her eyes cause imo they were lacking the basic eye shape. and than i made a subtile lift of her chin and a subtile jaw line change cause it looked a little bit too high. ofcourse it can be just a camera angle that make this ilusion, but its just my opinion :) .
ceep it up :)
18-03-2012, 05:02 PM
nice progress!! if i might give you a little advice that i hope will help you:
kusanagi's hair is dark and her skin is bright so i think it could help you if you changed the color of her hair to a darker one. it's really hard to catch the characteristics of a dark haired character when you don't separate the hairs with a darker color while modelling. especially when the hair is not just some straight long type, but a more hardly understandable shorter hair like in this case.
i made a little paint over, so you'll understand what i mean more clearly. i changed her hair's silhouette a bit (top ones are yours bottom ones are slitghtly changed). i would make her hair a bit more "puffy" and pay a little more attention on the hair strips' direction so the hair won't bug you that much :) also from the front her chin could be a little more characteristic and not just one curve. and her mouth an profile of her face with only slight changes to make her even more attractive
what could help you maybe too, that the mouth has always little round holes at the corners, they never look like plum seeds. regarding the eyes, maybe addig an iris for a try could help, again it's really hard to see how her eyes will look like when her eyeballs will have textures. and at the outer corners of the eyes are never too round, coz there the upper eyelip goes on top of the lower eyelip (bottom right of my attached pic) if you have a look at the manga drawings even they always draw cornered eyes coz they look more natural. example:
i hope i helped, if didn't then just ignore my comment!!
about the body of her, i think you pretty much nailed it! so what could i say? want more!
oh, i dunno if you know Apleseed? coz if you'd like some help on manga in 3d then that's the best there is!
keep up the great work!!
18-03-2012, 05:15 PM
wow, right click, save. No offense to paulius-st, but I'm leaning more towards this new jaw line. I'll see if I can do it justice. And, I like the hair. I knew I wasn't done with it, but now I may go back to work on it now, instead of waiting till the end.
18-03-2012, 06:13 PM
well i like tsabszy's ide better too :) . just love this jaw line and nose correction. hows about boob job for this chick?
19-03-2012, 03:25 AM
playing with the hair and outfit:
19-03-2012, 11:26 AM
Nice stuff so far.
Great job on hair as well.
Keep it coming :)
19-03-2012, 07:42 PM
love it! if her body and arms would be thinner i'd do some things to her :D but maybe it's just my taste :P
20-03-2012, 02:13 PM
def looking good, give the forearm and hands some love. looking a bit disproportionate right now and hands look flat.
20-03-2012, 03:36 PM
Nice and clean mesh... want to see how you finish the ARMS and Legs. I wish I could have sometime to participate in this challenges too.
21-03-2012, 01:49 AM
so after adding the shoes, her body really thickened up, so that had me playing with proportions. I want her to have hips, but I don't want the short stocky feeling. More super hero, blob.
21-03-2012, 09:40 PM
second body proportions look great! she's really coming together nicely!
i feel like her hair silhouette could get a bit more defined curvy shape basically like that:
22-03-2012, 02:06 AM
22-03-2012, 06:46 AM
great!! gonna be next-gen, right?
23-03-2012, 06:20 PM
looks great :)
25-03-2012, 02:27 AM
great!! gonna be next-gen, right?
yep, sure will.
Still working hard on it,
25-03-2012, 10:58 AM
:D good! can't wait for the high poly!
25-03-2012, 03:10 PM
Piew, piew, piew...I wonder how this one'll turn on. :evil:
26-03-2012, 05:09 AM
The Major is coming in right under 10,000 tris, so thought I would use up some left over tris by making a tachikoma.
in all, sitting around 16,000 tris
26-03-2012, 03:12 PM
nice addition, looking good
03-04-2012, 08:19 PM
ok, nothing to show, but, I did get everything unwrapped over the weekend.
Next up, sculpt a bit, then texture.
08-04-2012, 05:48 AM
trying to sculpt. The tracking isn't working, so I'm struggling over here.
08-04-2012, 08:02 AM
i can't see the problem here. struggling?
i think it looks great! looks like a thin stretchy clothing. if you'd like to take it to the next level maybe you could make those foldings slightly thicker (or more recognizable, from a distance). now it looks just fine for a really thin, stretchy material, but i think some kind of stretchy leather clothing would be better (like trinity in matrix)
or maybe adding a little bit more foldings to the parts where the surface is more concave, like the bottom of her boobs, and her buttocks crack and such places, because at "higher" or more convex places the cloth stretches of the form underneath it (top of boobies, top of buttocks).
i hope i didn't confuse you.. just can't understand what's the struggling, really :)
08-04-2012, 02:14 PM
I'm struggling with the program. I'm trying out mudbox 2012 and as it is right now, I can't pan/track around the view port. So, with the restriction of moving the mesh around freely, I'm stuck having to model from a distance.
I need to see if there is a service pack that fixes this.
and, my tablet seems to not want to work with mudbox. I've calibrated twice, but doesn't help. If I press down on the nipple, to get some definition, the buldge pops up off to the side.
08-04-2012, 04:40 PM
Zbrush is better
08-04-2012, 07:15 PM
I like the ease of use that is mudbox. I can't even spell zbreast
08-04-2012, 11:02 PM
well i dunno.. i used mudbox first for sculpting, but it was some years ago, so propably it's way way better now. it seemed ok for me but it didn't want to accept one of my models, mudbox always triangulated it, regarless of what i was doing with my model or how i exported it. but only that model, and i had the oprtunity of changing to zbrush back then and it accepted the same model just fine and i didnt want to change back to mudbox ever since. i don't know how is Mb today but i feel like i have much more freedom in Zbust..
i know it's not helping you though :(
i hope you can solve it!
09-04-2012, 10:28 AM
There's always sculptris or 3d coat, or silo. i like silo a lot but haven't tried anything really high res in it.
Might be worth trying one of them out if you can't drop back to mudbox2011
Im with him though. For me zbrush feels natural once you got your head around it, mudbox not so much. i never seem to be fighting the tools in zbrush where's with actual poly sculpting i can feel the mesh arguing
09-04-2012, 11:48 AM
awesome! good info)
11-04-2012, 12:21 AM
11-04-2012, 05:01 AM
I don't know about those thin folds in her clothing take a look at some reference, they don't feel right.
The damage on the Mech is looking like melted metal, don't know if that's what you're trying to go for...???
I would suggest you find some references... ;)
12-04-2012, 02:10 PM
This is one of my favourite manga. She is looking very good. Maybe is the angle, but in the pose where she can be seen from behind, it looks like her bum is too flat and kind of shagging (maybe is just me that likes rounder bums :)). It feels to me like the top part of the bum (just bellow the belt) needs to be a bit rounder. Anyhow, looking forward to see the development of this !
I agree with xxxcubanxxx, the metal in the Mech looks melted rather than damaged.
12-04-2012, 03:58 PM
yeah, mudbox has been giving me problems. Well, at least I thought it was mudbox, now I'm thinking it may be a mix of mudbox and my new computer build. Still updating the system, nightly. So hopefully the mouse issue will get taken care of.
In the mean time, I'm going to look into what poopipe said. Sculptris is free, I like free.
16-04-2012, 02:26 AM
playing with textures. Thinking I may go with a more toon shaded texture. Not sure yet.
16-04-2012, 02:29 AM
I like the update. The shader is a nice touch but I think you should tone it down a little, you are losing a lot of your normal detail to shader noise and it's a shame to do all that work for nothing.
16-04-2012, 02:37 AM
it's actually, not a shader. Just texture
16-04-2012, 02:44 AM
Ink and paint right? with say... 3 shades? Play with the shades maybe 8 or so. It will be closer to a standard material.
Or did you bake all that in?
16-04-2012, 02:49 AM
nope, no ink and paint. Just a single texture sheet.
still playing with it, will try to get more detail in there.
16-04-2012, 04:47 AM
I would use the toon shader with 3tones and then plug 3 shades of the realistic looking texture map into the diffuse channel. U will get far better results that way, me thinks :)
Not sure how game engines do it though: /
16-04-2012, 04:59 AM
I'll give it a try.
20-04-2012, 04:07 AM
playing with some chibi head
20-04-2012, 08:13 AM
i liked the previous texture version more, it seemed to be more crispy, now it's a bit too blury especially the hair. mabe combining this one with that? only the face was too dark there, other than that it looked cool.
as for the chiby head, i think it's not enough to just put a big head on her, it needs a body with chiby proportions as well. but it would ruin the work you have put in the sexy body, so maybe a more manga-like body could be the best solution if you would like to change it? long legs like befor but more defined shapes, thin at joints and waist and more curvy shapes.. (like Faye Valentine from Cowboy Bebop)
btw i must say i just love how her buttocks look in this state :P
20-04-2012, 08:13 PM
so you lkike the first one, with the blurry toony texture?
22-04-2012, 05:32 AM
still playing with the body
22-04-2012, 03:47 PM
If you want realistic proportions make it 7 to 7 1/2 heads tall.
22-04-2012, 03:55 PM
what about chibi proportions? I think when it comes to cvhibi, you just eye ball it, till your happy with the look.
22-04-2012, 07:52 PM
Cool mang. Well you know what you want. Just go for it then.
23-04-2012, 10:01 PM
Chibi proportion needs smaller arms and legs........allthough the last one i did had huge arms...but like you said its eyeballing it, the one you got now just looks like you scaled the head
23-04-2012, 10:28 PM
I have to say im not feeling the chibi old chum.
you can't just pull and push bits of a semi-realistic proportioned character into a chibi shape - you gots to start with that intent.
abrupt list - going to bed soon.. imagine i sugarcoated it :p
break symmetry on the hair - that's really putting my eyes off
eyes are too tilty and too close together and probably too small vertically
second from left in post 58 is the best body shape
mouth is too low down - only slightly but it stops her looking girly,
lips may be too small, theyre definitely not girly enough - bring the bottom one in so it's narrower and plump em up
cheeks/cheekbones are not good, you've given her high cheeks, not high cheekbones
careful of the jutting jaw trap -
24-04-2012, 02:21 AM
F*ck chibi...there I said it.
24-04-2012, 02:34 AM
I guess it's fair to say, this model has gone down hill with the quickness.
Might have to make it a personal project and go back and redo, everything.
24-04-2012, 04:03 PM
Just got back to the third post on the previous page, you were doing well there and refine that to be more realistic proportions. It looked much better and people were complimenting you well there. Honestly I wasn't feeling the Chibi look. Hopefully you saved in versions and can go back to that. And then refine that.
25-04-2012, 03:35 AM
what I mean by starting over is:
better uv layout, my current uv's have the robot thingy on there. Because of this, I had to pick and choose parts of her body to clone in the texture. Redoing the uv's for just her, will allow me to give each body part attention.
I won't remake the body, really liking the way it looks now. But I might go back and redo the hair. The way it's modeling now, its a pain to unwrap. But giving it more uv space may fix that issue.
I fixed the mudbox issue, it was the mouse setup (no middle button), I use a track ball mouse. So, now I can go back to the sculpt and actually try.
But for this competition, I think I will just finish up what I got, big head and all. Render it out and post it up. Use it to play around with some animations and what not. The current rigg and skinning is looking pretty good.
I'll see what happens.
26-04-2012, 01:58 AM
what are you using for uv mapping? Are you using just 3D Studio Max? I use unfold3d. Which is pretty cool, it allows me to select where I want the seems to be then cut and unfold it. Then save the file and bring it back into maya or zbrush or whever as an obj file. Sometimes I just use Maya for uv mapping as well, but yeah a combination of the two usually. Regardless I have to bring it all back into Maya to arrange the uvs how I want. Unfold3d just unwraps them and makes it so they have as little stretching as possible. Well regardless, I look forward to seeing what you come up with.
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