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hpslashluvr
23-02-2004, 03:03 PM
I started a new model recently. Tried to fix it today to look shorter and slightly more preteenish. I know there isn't any detail, and ignore the nostrils, they are just there for show (and that weird dent in the neck). I spline modeled this and converted it into a mesh to weld the mirrored half. Total time prolly 45 min. Does anyone think the original one looked better? original (http://forums.3dtotal.com/showthread.php?threadid=13687&perpage=15&pagenumber=2)

(the last two images of that page)

Dedalo
23-02-2004, 03:37 PM
Nice Start ,Keep working

hpslashluvr
01-03-2004, 12:11 PM
need to make her fatter...OMG boobs are really hard...even tho I'm a girl :p ...the head is not done at all but I'm just going to work globally and then work in details, btw this is just the front half

hpslashluvr
01-03-2004, 12:14 PM
turned slightly to the right

Teyon
01-03-2004, 12:18 PM
It's coming along well mostly. Yes, breasts are tough, aren't they? It's something in the curvature of them that never feels quite right as you model them. Eventually you have to shrug and move on to the rest of the body though. I would like to see you spend a bit more time on the face. I understand you're just blocking bits out right now but that seems to need the most work at the moment. The chin and mouth area in particular seem a bit masculine and a little incomplete to me. Looking foward to updates!

shamarfolus
04-03-2004, 02:53 AM
I think it's coming along nicely. I think I spent two days modeling the breasts on my character. They are tough. I'm still not happy with them. What are you using for reference?

The nose looks a little pig like. Maybe drop the front of the nose down a bit so the bottom of the nose doesn't slope up so much.

The wires are looking good. Don't forget the sternum.

Can't wait to see the updates. It looks good.

MrArmless
04-03-2004, 06:18 AM
Heya Hp! :P

Sweet, now I can come in your thread and comment a little too :) I think this is comming along nicely.. hell you'll be done much earlier than me at this rate :!!!: From my limited knowledge, the wires look ok. I guess the one thing I can say right now is that in the side view the ribcage/belly is forward quite a bit and should be pulled back, but you said you didn't touch the side much yet, so mebbe that'll come later. Looking forward to your next update!

shamarfolus
04-03-2004, 05:24 PM
the sternum is the area just under the front of the rib cage. Where the belly and ribs meet in the middle. :)

Corth
09-03-2004, 06:52 PM
Hi hpslashluvr, your updated head is looking alot better, but the nose needs alot more work, is there a way to get a wireframe view on the model with a screen grab? (max rendered wires are not the best...) I'd like to help you there.

The breasts are awesome though, GJ! (I just had to say that cause I like the word breasts :haha: )

Also, the reference pic is great too, and I have no idea what your signature means... and for some odd reason I want to know, jibberish is intriguing...

MrArmless
10-03-2004, 06:25 AM
heya hp, I was given that URL awhile back for hair, it's a lightwave tut but the theory should apply to max or any other package I think, hope this helps!

http://www.newtek.com/products/lightwave/tutorials/modeling/hair/

Neox
11-03-2004, 07:02 AM
ey ey ey, the proportions are really off, here's a quick overpaint (haven't got my wacom here so just copy and paste and move in photoshop)

http://neox.gfx-scene.de/public/advices/op02.jpg

a normal human is around 8 heads high, she is a bit smaller so 7.5 heads, haven't got my anatomybooks here either so i can't say that its 100% but the proportions i made are way more netural then yours, try to get yourself some references, her his are really too high, her head too small... but the modelling work is pretty solid! keep it up.

MrArmless
11-03-2004, 08:16 AM
actually, historically models range from 7.5 to 8 - 8.5 heads depending on the artists. Greeks usually went for really imposing figures, 8.5. so on the height from head to toe the 7.5 heads isn't necessarily bad. The attached file is for a male model, sadly I don't have the female ref atm, i'll try to get it soon for you.

Corth
11-03-2004, 01:07 PM
Well, that wireframe didn't help me understand your mesh any better either :hmm:

umm... the only thing I can think of to help with the nose is to show you a screen grab from one of mine, I hope you don't mind.

as for the nostril, I usually extrude a whole cavity for it (I think it gives a wee bit more realism)

but this is usually how I model my noses, if you want me to take the pic down I will.

Corth
13-03-2004, 01:14 PM
well the nose IS looking better :)

A 3/4 view of the head would also help for crits, but what I can see now is the area between the eyes are going up to the bridge of the nose too soon. Usually there is a short groove that slopes in towards the head a tiny bit then goes up to the nose. I'm not too sure I explained that very well, so I can elaborate later if need be.

As for the body, hmm... maybe just scale from the waist down and make that area a little longer. Where you have the line for the knee's, are actually near the middle of the girls knee. And I might be wrong with this cause I don't have x-ray glasses, but I don't think her ****** is that high either.

And your sig is still confusing me :crazy:

mat
13-03-2004, 03:43 PM
i have two crits, the torso is a little too straight up and down, i would make the waist just a touch teenier, the other thing is the title is girl witch, the sketch is girl witch but the referencing is adult or adolescent female, what i mean is she isnt very girlish.

according to an old book i have, the adult female should be around (ideally) 7 heads which is what people are telling you to do, but an 8 year old child is only around 5 heads high, for your which i would aim at about six heads in height and make the breasts just a touch smaller if at all, thats my opinion any way.

that said the model itself looks great its just that it doesnt fit the title

mat

mat
13-03-2004, 04:10 PM
i have two crits, the torso is a little too straight up and down, i would make the waist just a touch teenier, the other thing is the title is girl witch, the sketch is girl witch but the referencing is adult or adolescent female, what i mean is she isnt very girlish.

according to an old book i have, the adult female should be around (ideally) 7 heads which is what people are telling you to do, but an 8 year old child is only around 5 heads high, for your which i would aim at about six heads in height and make the breasts just a touch smaller if at all, thats my opinion any way.

that said the model itself looks great its just that it doesnt fit the title

mat

Corth
14-03-2004, 12:14 PM
*Shutters* I didn't think it would be anything like that... I'm scarred for life, damn my curiosity! damn it to hell! *shakes fist*

Anyway, you shouldn't worry if I had x-ray glasses... I'd uh... only use them for the powers of good... yeah, good. That's it...
:evil: err... :halo:

hehe.

ok, now another way to put it, hmm. I know, picture! (I hope your wire still looks kinda the same, if not, I hope this explains it alright...

The red vert should be brought towards the back of the head a bit. It should still be a little ahead of the green verts in the side view.

The yellow vert should be the one that is the furthest back.

The green vert, don't move it.

The light blue verts should then be repositioned for flow.

Borg
15-03-2004, 01:07 AM
hey hp.......that looking pretty good.

yeah in imho the nose is too wide and it has too many flat parts i think, the edges of the nose(underneath) should be rounded off a bit to make it look a bit more natural

Corth
21-05-2004, 04:31 PM
welcome back hp, sucks about your computer... maybe you should try and find those viruses again (j/k of course.) ;) I'm currently having alot of troubles with my arch-nemesis : Western Digital. :)

As for the model, your going to need to fix the corners of the mouth as they look un-natural. It should be softer, and fold in from the cheeks. I'll post a way I get around this a little later on if you'd like.

Best of luck with your comp :)

Corth
23-05-2004, 12:29 PM
I've modeled and rigged a billion(5) heads before and you think I could find one now? nope... so I'll rig another mouth so I can show you what I'm talking about, I'll post again in a little bit. As for the back, it depends on how fit you want the character to be, a lazy book worm will have hardly any muscle definition, and be more smooth, where as an athletic character will be more defined.

Corth
23-05-2004, 08:46 PM
well, I'm going through another OS install right after this (don't go with western digital for hard drives...) I havn't been able to get maya workin and all these memory access violations are driving me nuts, not to mention the restarting for no reason.

All I can really say for the mouth right now is try tucking the corners in a little.

Corth
29-05-2004, 08:27 PM
I can't remember how to do max UV's, I know I went through the space ship tutorial and moved individual uv's around, that should help you figure that out, as for the map itself, you want it to unfold to become flat, so you have no overlapping faces.

The model itself is looking alot better too, and when I saw the ear I breathed a sigh of relief ;) It looks like your on the right direction there!

I just took your side view and drew a few lines on it, I hope you don't mind :)

The top of the ear (where it connects to the head) should be at the same level as the corner of the eye, the jaw line needs to be defined a little more, and I don't think I've ever seen anyone with lips that go that far out!

I saw Shrek2 today, and it had a trailer for the next harry potter movie, I'm so gonna see it! :dance: (I just thought I'd say that since you like HP so much :D )

hpslashluvr
30-05-2004, 10:56 PM
yet another character in between breaks at my garage sale. I started out making Remus but I think it's Snape now. someday I will finish all these characters...

I need help making it look like Adrian Brody, but I gave him a William Defoe jaw.

http://www.adrien-brody.com/magazines/papermag3_c.jpg
http://www.adrien-brody.com/magazines/papermag_c.jpg

JHarford
30-05-2004, 11:13 PM
ello =]
whered you pop up from . sure id have noticed you :eek: :roll:
good stuff. the last one was particualy good. the resemblence is coming along v.well.
he looks like colin murray :/

the women on the first page. - the breasts you did firstly . the point small ones. were very good. = from below the chin the the belly button it was very good modeling.

i think you also need to look at your lips. lips take so much pratice. and at the moment they look a little 'stuck on' as such .
giving depth to the inside of the mouth and tucking in the botton lip in the corners helps this a lot.

promising stuff. keep posting.:wave: :shy: :wave: :lame: :dunno: :xx: i found the get more button =]

hpslashluvr
02-06-2004, 08:35 PM
tiny update

started hands and eye texture

if anyone knows any good hand wires please tell me, the tuts i've seen are not very detailed and i wasn't familiar w/poly functions so it didn't turn out too well

also i don't understand how to do the shiny outside part of eyeball (when you assign the material to the objects)

the website might be slow

Crowley
08-06-2004, 04:42 AM
Maybe I could help you a bit. I made this quick page with some references I have collected. Maybe they can help you with the eyelids.. or maybe not. There are three hand references with different amount of detail. Very helpful for me at least.
I will keep this page on-line for a week or so.

http://www.cc.jyu.fi/~nikmake/ref/modeling.html

You asked about the eyes. Possibly the best tutorials on eyes I found are by Krishnamurti Martins Costa. Maybe you know of them already. You can find them at 3D Total or at Krishnamurti's own site.

3Dtotal > tutorials > Maya
or
www.antropus.com

Good luck with your project. I think you're doing well :)

- Crowley

Nepsir
08-06-2004, 07:49 AM
hpslashluvr - To help you with the hair: http://www.ibmr.net/Ornatrix/
It seems like a really good plugin!

Nepsir
09-06-2004, 04:47 AM
Thats wierd.... Everybody says that it runs so easy and dosn't require much calculation. But I haven't tried it out for myself yet..
And it probably will get alot better since its only the first alpha release...

Corth
10-06-2004, 04:49 AM
Open GL is a way that your video card displays your viewport. I would highly recommend not using it unless you have a FireGL from ATI or I think a Quadro from Nvidia.

For the eyes, here is what I do, I have the base eye with the color map (diffuse for max) set as a lambert, then I have another spehere outside that and a little bigger. I take off cast shadows, turn transparency right up, and up the specularity. The map that you posted, I would take off that white square, because that's part of the specular, not the actual color in the eye. Does that help?

:)

Corth
10-06-2004, 04:30 PM
use direct 3D then, that's what most 3D games use :)

Damage_Inc.
20-06-2004, 09:54 PM
I'm not so good with color.....but the lower ear lobe looks weird. I'd really reccomend working on that before you proceed with laying out the uv's. It looks like the bottom of the ear is hanging funny. I don't think I'm discribing this accurately.....or clearly, but if you look at other's wips in here, I think you'll get the gist of what I'm attempting (quite poorly) too say. Other than that looks decent.

One more quick note, the eyes could be brought together a teeny tiny bit more. They look ever so slightly wide apart.

Damage_Inc.
23-06-2004, 09:08 PM
I still suggest bringing the eyes closer together.....it just doesn't look right. Also, since you made the head wider, make the lower portion of the face (lower cheeks and chin) wider, as well. Right now it's far too pointy.

As far as lighting is concerned, I really don't know. If you want to get the light out from the nostrils I'd suggest changing the direction that the light hits the object. So you might get a target spotlight in slightly behind and above the the head with the target somewhere below and in front of the face. And then a few omni's to the sides of the head....maybe just below eye level. Don't throw them beneath or in front of the face or they'll reflect up "into" the curves and crevices of the face....something I think you're trying to avoid. You can also play with the light's saturation....though again, I'd be hard pressed to tell you how; most of my time is spent trying to fogure out human anatomy and how best to model it at this point. At least that's a novices' take on lighting.

I know there are some good tuts in the this site for setting up lighting in a scene. I'm sure you could apply that on a smaller scale for your head object. So yeah.....take anything I say with a grain of salt and some toilet paper, 'cause I'm half way talking out of my ass. I took a class on cameras and lighting for max, but that was over a year ago. Hope this helps....... :P

MSamir
24-06-2004, 09:09 PM
Originally posted by Corth
Hi hpslashluvr, your updated head is looking alot better, but the nose needs alot more work, is there a way to get a wireframe view on the model with a screen grab? (max rendered wires are not the best...) I'd like to help you there.

The breasts are awesome though, GJ! (I just had to say that cause I like the word breasts :haha: )

Also, the reference pic is great too, and I have no idea what your signature means... and for some odd reason I want to know, jibberish is intriguing...

this is a cool stuff

Corth
25-06-2004, 06:53 PM
yay, I got quoted, lol. But anyway, I have no idea about textures in max anymore (This is the part where I jumped over to maya). So I'll be sittin in the side-lines for a while :)

p.s. when I said they were nice, I meant from a modeling point of view... you don't HAVE to believe me, but it's true :)

hpslashluvr
25-06-2004, 09:57 PM
GAH stupid pics won't upload. Anyhow I was reading topology threads AGAIN and it really depressed me (well not really:p), apparently many ppl use non-quad meshes and they deform perfectly fine and sometimes even better...resisting the urge to start over again even though I have three times already

I was checking my model up with some images, and this is what I got? of course, I can never find good straight on faces

this model is changed slightly from last time, someone told me to move eyes down and eyelids up? i actually liked it the way it was the first time (eyelids)

apparently the eyes are too high? and still wayyy too wide? I tried moving them in but it looked funny...maybe I just like the Kate Moss look

Damage_Inc.
26-06-2004, 09:24 PM
Hey there......it looks like from the front view everything's ok. The proportions look pretty spot on. Perhaps the nose could be worked on a tad, but I feel there are more pressing matters with the model. Chiefly, it looks like you modeled the front of the face in one plane rather than making it contoured. Looking at your turned head pic, the details of left side of the face don't look as though they "wrap around" the side of the head. This is especially apparent with the eyes and the cheeks....they just look flat. A lot of this stuff is just crappy trial and error until you get it to look right in both the front and left view ports at the same time, I'm afraid.....at least that's how I work.

Other things to consider....I'd move the ear just a tab bit forward. The corners of the mouth should probably line up somewhere close to the middle of the eye (or just short of the middle). Trying to explain the ears thing is a tad difficult.....you can take a look at my orc head wip....I think the ears actually turned out pretty good, aside from being big and pointy on top....I did, actually model them after my own ears (and no I don't look like an orc). Picking up an anatomy reference book would also probably do some good.

Dragonkiss
29-06-2004, 04:04 PM
hello i'm not sure to understand you problem with the helmet stuff, but why don't you apply a meshsmooth to it so it will be more curve like you want it to be???and in meshsmooth modifier there is an option which is local control with the crease and the weight you just have to set a value between 0 and 1 on a specific part (an edge or a vertex) and you can control his smoothness, hope this helped you, tell about it see ya!

Corth
30-06-2004, 10:43 AM
hmm... if my max demo didn't expire yet, I'd find out how to show backfaces for you, but you can always search your help file for it. Just remember to search for 'backfaces' (not sure if you need a space or not)

Damage_Inc.
30-06-2004, 12:44 PM
Just as a quick note, you should probably start a new thread for this since it's a completely new topic. That said, if you add an edit mesh modifer (assuming you work in max), you can turn on the polygon sub-object (the red square) and in the rollouts below that, there is the option to set the normals for individual polygons. Select the faces that are invisible via the edit mesh modifer and then hit the "flip" normal button. That should do the trick.

To put meshes together use the weld option......i.e. weld verts together. You set the threshold (think 3d sphere around your target vertex), select two verts you want to become one.....and hit weld. Use discretion though.....sometimes funny things happen like when the threshold is set too high. Hope this helped.

hpslashluvr
10-07-2004, 11:04 AM
well, i'm going to a 3d conf tomorrow, so hopefully i can get some insight into other ppl's work...but i think the conference is over making shorts...i'm not at that point yet....not even close haha *cries*

i have been looking at woody's model too much, mine is starting to resemble his sort of in the shape, it's sort of chubby

i hate correcting things...it's like correct one thing screw up everything else

well, hopefully the mouth looks a tiny bit better, someone told me modeling it closed is the best way

Phynius Gauge
10-07-2004, 02:11 PM
Your model is coming along nicely. But there are a few minor things that can be tweaked to improve the overall look of your model. I think the chin needs a little work, the cheeks under the eye are a little flat, the curves of the lips need a little work (mainly the bottom of the bottom lip), it seems that there is no bone above her eyes (where the eyebrows should be), and I think that the ears should be moved in towards the head a little bit so that the transition from the ears to the head can't be seen. If you work on these things I think it will look much better :) .

hpslashluvr
11-07-2004, 08:17 AM
went to a animation conference today...it was AWESOME...they invited like 3 oscar winners and an emmy winner i think....saw how they made all these crazy effects and crap...one of them showed us how he does animation at Sony...and one of the storyboard artists showed us how he draws....so good...also they played Ghost Warrior(a short film)...it is amazing how you don't notice the effects in movies like Master and Commander etc...anyhow very fun.

I am never sure how to approach modeling the cheeks b/c my face is basically flat, and no clue how to model browbone b/c I basically have none, no eyelids either (eye folds)...so I am screwed on making caucasian faces...:grr: :p

i tried to fix what you suggested but as i said before i am not familiar with the way the brow works...hell even putting on eyeshadow is not the same for me as most girls...

i tried to fix the cheeks but it just seems that anything i do just makes it bumpy or really chubby chipmunk looking...:roll:

she looks a little confused maybe in her expression...

today I asked my brother about two renders, where I changed the mouth in one of them...and asked which one is better....he says they are the same!!! maybe i am obsessing too much over details...

Phynius Gauge
11-07-2004, 08:21 AM
Post a wire :) .

hpslashluvr
11-07-2004, 08:36 AM
stupid upload function keeps uploading wrong pic...

i am afraid to post my wire b/c it has gotten much uglier lately...*ashamed*

it IS going in loops...but not correct ones...:halo:

hopefully you can see the shaded wire, the rendered wire option in max sucks big time

i just added another loop for the "brow", i am not sure how to make the brow except for adding one...so there are like 10 more polys than i prolly need...

Borg
11-07-2004, 08:49 AM
the wire for the brow looks fine to me, you might just need to pull the verts out a bit if u havent done that already, just to define the brow a bit more.

this model is looking good :)

<<GhosTS>>
11-07-2004, 08:52 AM
It's coming along well.I think the chin area needs more tweeking.Also the ear-head attaching area seems strange.

hpslashluvr
13-07-2004, 07:49 AM
Ok...tiny tiny update. Doesn't look like much, but it took me over 7 hrs to try to work on the chin....GAH I just don't get it.

I reattached the ears (in a fit of frustration, so i bet it will not do well in animation, but it'll be covered by hair anyhow) turned the ears out more, my reference does that. I understand now that the ears do not "smoothly blend" into the the head from the front view but rather the front of the ear is concealed a little. But it does not look right still...

please be really harsh in your crits, i'm just itching to get this model looking right and finished

rubberduck
13-07-2004, 11:42 PM
It's looking better & better:)
Just 2 suggestions IMO
1: The ears sticks out a little too much
2: The head/forehead seems too tall too me

Keep tweaking;)

Corth
14-07-2004, 12:19 AM
it looks like she's growing up! especially from this one:

Phynius Gauge
14-07-2004, 10:20 AM
Your wireframe is pretty good overall, but there are a few edgeloops that look strange, and some that just don't need to be there. If you post a 3/4 wireframe veiw I can specify which ones I mean :) .

Corth
14-07-2004, 11:48 AM
Growing up as in age ;) and my website is down for a while, need to get my funds up again (I gotta stop doing unpaid work, it'll be the death of me! It's also the reason I'm not posting updates to my character). If you post a close-up of the mouth area, I can try and help you with your loops there and... and... is that really an 8 sided poly??? :eek:

As for the hight of the forehead, hmm... I think you know face anatomy pretty good right? the eyes are halfway - blah blah blah, that stuff? (I know it's not true for everyone, but good guidlines none-the-less). I'll do some fishin around for some stuff that might help you tomorrow, but not tonight, gotta get to bed soon :)

Phynius Gauge
14-07-2004, 01:25 PM
Ok, I did a quick paintover on your model. Hopefully it doesn't confuse more than it helps :) . Don't take this image too literally, I just wanted to show you a common edge "flow" that some cg artists use. You'll notice that the edge flow really supports the eyes and the mouth, which is good, because they are the most expressive and most animated features of the face.

Phynius Gauge
14-07-2004, 01:45 PM
So I take it that it was more confusing than helpful after all :p :) .

<<GhosTS>>
14-07-2004, 09:15 PM
Here are some suggestion.I think the ear needs more detailing.

elros
16-07-2004, 10:29 PM
better and better;) :) :D

hpslashluvr
24-07-2004, 12:11 AM
corth, i think i got rid of the 8 sided poly, if you can tell when you come back from your respite :roll:

PLEASE CRIT the wire...

spent all night with a highlighter drawing wires on my screen,
trying to make all quads in the ear connection and jaw, while trying to follow the flow somewhat...it was really hard and my screen is really messy right now hehe

do you think it will deform correctly??? if not please do a paintover, i'll send you virtual cookies or something :D i'm trying to keep quads like i said that flow correctly

don't worry about the non-flowiness of the parts behind the ears and in the ears...i'll worry bout that later

elros
24-07-2004, 08:12 AM
hmm. Maybe its just me, but I think I liked it better earlier...

Jason-Lavoie
24-07-2004, 08:41 AM
I agree dude.. she made the jaw 2 small... proprtional issues always gets the best of them... sad really :(

rubberduck
24-07-2004, 09:34 AM
I agree, it looked better before;) keep tweaking it

EtherealWhisper
24-07-2004, 10:11 AM
hey,

You're making good progress on this model, you seem to be learning really quickly, from the looks of this thread. Anywayz, I think the ear looks good, in terms of the structure- if you based it off an actualy person then it must be correct, but it just looks a little small or slightly off... it could be the angle I'm looking at it though.
I think the shape of the back of head needs to be worked on, but this is probably not a big deal as it'll probably be covered with hair. Anywayz, great job so far. :)

Two Left Hands
01-08-2004, 04:09 AM
To me it seems like you accented the jawline too much and is pressing into the skin too much... The back of the head seems to be to long and the ear seems rather small and almost flimsy like. I like the eyes so far, and that's usually one of the harder things to capture in CG work. Uhm... I think that the neck could use a little work too but I bet you're just focusing on the face for now anyhow.

Besides all those OPINIONS... Goob job. =j

JHarford
01-08-2004, 04:33 AM
i think you need to position the eyes and create a tear duct,
mmmm , and work on skin shader =]

hpslashluvr
24-08-2004, 11:37 AM
just a little 5 min update

i've looked at some photo references, but haven't lined my model up with any yet today, so please crit on the head shape (from the profile side mostly)

hpslashluvr
24-08-2004, 11:38 AM
and profile

ear should be farther back, no?

andoy
24-08-2004, 01:02 PM
the ear should be rotated counter clockwise also a little bit.
the jaw llooks a little too small maybe make it more prominent and the forehead woould not look so balloony.
keep us updated

hpslashluvr
30-08-2004, 05:04 PM
tiny update

could someone explain how to mirror uvs, b/c i don't want to do uvs for both sides of the head. i tried it (copy and paste) but it only showed one uv.

I suppose animating hair as planes is much easier right?

still needs work on the eye and lip area i know

<<GhosTS>>
30-08-2004, 05:23 PM
Hey Slash still there is a problem with the jawline..& the lips.Animating the hair as planes is easier but hard to achive realism.Keep it up..:D

andoy
30-08-2004, 07:39 PM
if you map the uvw's before the symmetry modifier in the stack then with any luck it should apply them to the other side after symmetry is applied.

andoy
31-08-2004, 12:11 PM
yeah so if you model half the head, map the uvw then add a symmetry modifier it copies the lot for you automatically, you just need to set the centre and weld threshold for the modifier and away you go. i usually leave the weld on default anyway and just choose which axis i want symmetry to work on.
have fun and your model is improving all the time. keep it up

Chokin Hazard™
06-09-2004, 10:13 AM
HP?! I thought you were :halo: Lol

Yeah that model is looking good. What app are you using?

Lif'Lif'
06-09-2004, 12:38 PM
Halo hpsplachluvr...

Nice to meet you.

I like your girl very much! She look very nice. I hope to model a gilr also after i do some tutorials.

Is that you in the avatar? You are very prety.
It good to meet another gilr finaly here. So many boy!

hpslashluvr
06-09-2004, 01:28 PM
no kidding. i think that makes like maybe 10 of us who are active.

i think i look prettier in real life haha, that pic is from a weird angle

<~~~egoistic

hpslashluvr
06-09-2004, 02:29 PM
dunno why it rendered so dark

better jaw?

<<GhosTS>>
06-09-2004, 02:40 PM
Ajust your lighting setup..

Well the jaw still needs more work...the ear is fine now.

Also the hair...hmmm...still more to do..

But you're doing fine..keep it up

andoy
06-09-2004, 11:54 PM
just under the ear there seems to be a dimple of some sort, if you correct this then maybe the whole jaw would look fine, it's very close as it is though in my opinion, and hey we don't all have the same features anyway. so i'm not gonna be the one to say it's wrong!!

<<GhosTS>>
07-09-2004, 07:28 AM
Ok slash here is a small paint over..
I agree with andoy..we all don't have the same features..i'm only pointing my oppinion..
The jaw looks attached to the neck.it must come out a but..(but not too much...or your girl will look like a boy)

Waiting for updates..

martimus
08-09-2004, 07:09 PM
hello there,

i see you do have eyes after all!!!

you know your talking about the hair as planes? how do you do that? is it just like literally some planes with a hair texture on and a good opacity map??

nice model btw, and i dont think the jaw is too bad at all, its hardly noticable,if somethings bugging you that much for that long then move on to get the model finished.

go on then!!

hpslashluvr
09-09-2004, 04:40 AM
yes, well i want to finish this model RIGHT...cuz i'll prolly lose interest after finally finishing it (rigging and animating, etc)...or move on to inorganic crap...but as long as there's hope of working on the hp films hehe then i'll keep going

the texture is rather crappy, there's a really good example of hair done this way on cgtalk.com with a user named dtox (i think)

also this tutorial which without I would have never known to map a box first and then make the hair:

lightwave hair tut (http://www.newtek.com/products/lightwave/tutorials/modeling/hair/)

I basically followed that tut except with really ugly colors :roll:

<<GhosTS>>
09-09-2004, 06:45 AM
There are 2 ways to make a material reflective...

1..Using Raytrace - In the standered material use raytrace as the relection map..That will reflect the objects around you + the environment..If you are not using a background..in the raytracer controls add an environment map instead of the black colour..This is the good method but increases rendering time.

2..using just a map...Add any map to the reflections slot & your meterial will reflect that..this is faster..

<<GhosTS>>
09-09-2004, 06:51 AM
Forgot the attachment...

I hope this will be helpfull.

crayzard
09-09-2004, 10:54 AM
ey hpslashluvr thats also my problem i cant figue out how to make the eyeball look wet or reflective......

crayzard
09-09-2004, 05:07 PM
hehe at keast you can switch to maya.. me i got no other software rather than max.... there are tutorial in texturing the eyeball but i cant seem to follw em....

but apparently i have the cg intelligence of a worm b/c i can't seem to figure out how to make skin shaders either even from reading the eight billion page maya threads on cgtalk

even me i dont know how to make a skin shader. mybe i got a brain of a fly... just incase you bump into a tutorial in texturing an eyeball... dont forget me.. ha..
by the way the skin shader in you avatar looks amazing.... eii its beautiful...

hpslashluvr
09-09-2004, 05:14 PM
lol i mean when i graduate NEXT yr i will be able to use maya hehe, i will have earned enough money to buy the student version

"To make the cornea shader, use the configurations posted left (MAYA) or approximate this result using MAX. Clue: for specular, choose the white color however, force to use 2 times whiter (adjusting V from HSV for 2, for instance). Use a low reflection value(0.037, in MAYA) and 1.2 value for raytrace/refraction"

http://67.15.36.49/team/tutorials/antro_eye1/hr/017.jpg

gotta do my english hw, but if I figure out how to do above maybe it'll help

crayzard
09-09-2004, 05:21 PM
"To make the cornea shader, use the configurations posted left (MAYA) or approximate this result using MAX. Clue: for specular, choose the white color however, force to use 2 times whiter (adjusting V from HSV for 2, for instance). Use a low reflection value(0.037, in MAYA) and 1.2 value for raytrace/refraction"

i cant even understand that.. i havent seen the maya interface...

<<GhosTS>>
09-09-2004, 08:56 PM
Hmm...it should work...I'll give it a try..

berserkin
10-09-2004, 02:09 AM
hello ms. slash, I'm not sure about max. But in xsi you have to "force" the normal specular level to about 5 times the "1" setting, for example, the specular slider only slides to 1, so you have to type in a 5. And then adjust the "specular decay" or falloff so that the highlights are very sharp (like real eye highlights) so that they don't gradually falloff (this may also have to be forced past the default parameters).

And about waiting for maya or another package. I know that you can download free educational/sample versions of xsi. And I believe the same is true for maya. In fact, http://www.alias.com/eng/products-services/maya/maya_ple/index.shtml .However, I've never used these versions myself, but I hear they aren't at all bad.

oh, and the model is looking good. I personally would use real hair or mesh objects, I just like the look better than planes. hope this helps.

<<GhosTS>>
10-09-2004, 06:25 AM
Hey Slash..Are you sure it didn't work..Here is a test i did right now..A 5 minute eye..

crayzard
10-09-2004, 09:41 AM
ey <<GhosTS>> how do u get those redish color behind the eye??
i relly cant figure it out... so im faking it.. im adding a self illmuinated plane above the eyeball so it will cast fake spec in the eye..

can u pls post how it is done step by step plssss...

hpslashluvr
10-09-2004, 12:40 PM
you can just paint the eye red around it... like check 3dtotal.com and go to maya, then scroll down to antropus's tutorial, it's very good
http://67.15.36.49/team/tutorials/antro_eye2/024.jpg
http://67.15.36.49/team/tutorials/antro_eye1/021.jpg

and i guess i am looking for depth in the eye color (which i did model the parts separately) as well as wetness

crayzard
10-09-2004, 05:28 PM
hewwwww... i learned a lot from that tutorial thnz slash....
but im still damn stupid using the brushes in photosop.. but still it works... heheh.. but im not kinna like painting a specular on the iris coz itd just fakin the spec.. like when i start animating the eye the spec moves with the eyes.. still wanted to learn the glossy look... ill post my work eyeball work later...

hpslashluvr
10-09-2004, 06:12 PM
yay i talked to my hero at cgtalk, d-tox and this is what he told me (before signing off out of frustration no doubt ;) but i only asked two questions!)

apparently i set the specular high, but not high enough (i only set mine to 500) and stuff and i modeled the eye incorrectly (darn that stupid joan of arc lol jk)

also you must put a map for reflection

hpslashluvr
10-09-2004, 06:16 PM
and how he sets up his model ( i asked him about uvs, but i had to leave for school lol)

hpslashluvr
10-09-2004, 06:34 PM
yea i'm about to run late for school but i did a quick eye test (sorry for crappy lighting i didn't have time) the eye is still modeled wrong tho i'll fix that and there'll be more depth to it where you can see partially thru it

martimus
10-09-2004, 10:06 PM
lol, she looks like one of those crazy vampires out of blade 2. scary stuff

good work

Julhelm
11-09-2004, 03:12 AM
That looks really good, great job!

martimus
11-09-2004, 11:10 PM
i just noticed, she looks kind of sad in the last post. intentional?

hpslashluvr
12-09-2004, 03:04 PM
Darn all you ppl for not helping me with uvs!(excluding a few) haha i spent forever trying to figure them out...finally did!!!!

i was so excited that i made a stupid little render with some lights!!!!!!

it's just a fun texture, don't worry bout it...and i faked all the reds in the face (except for cheeks)...like the ears, nose and lips with a translucency map...

any suggestions tho for coloring?? she's not really this dark, it's just the lighting. originally this was supposed to be hermione...so maybe a geeky pretty look? whatever that is...

(and ignore the neck and lips! i still haven't worked on it...)

*runs away happily*

Buonarroti
12-09-2004, 03:46 PM
Well I must say....I don`t usually reply to organic threads.But for someone who has struggled as much as you have to get to this point the result is very impressive.It does indeed look quite femenine which is probably hard to do for a first model.To be able to make those fine differences between male and female heads.
The map is pretty good .....there is a distinctive patch of freckles beneath her left eye that is causing a distinctive shape to appear.
Don`t know if you noticed that or not:)
Also the idea to put blemishes on her skin beneath the chin....that`s a great touch.....to often we see perfect skin.
I think overall she`s a little to shiny right now.....but that comes with tweaking.I think you mentioned you don`t have any 3rd party renderers......but with sss and some proper hdri lighting.....it will look very impressive.
Also you have shown good determination to get this finished....when most might have given up out of frustration...so congrats on that note.
Keep up the good work....you inspire me to want to try organics myself:D

hpslashluvr
12-09-2004, 03:54 PM
Originally posted by Buonarroti

Also you have shown good determination to get this finished....when most might have given up out of frustration...so congrats on that note.


Yes, well, I think I have driven away a lot of people because I have been working on this so long :roll: but the truth is before this summer I didn't really work on it. And after this model, I AM THRU WITH 3d!!! jk, but i seriously might be dead by that time...(still gotta redo the body again)

but thank you so much, when i become famous and rich (not from 3d) :D i will credit you with the first "you inspire me" comment:D

edit: oh btw, i meant the skin to be shiny, but only in the T zone. i'm actually trying to use brazil rio (free version) but the renders sometimes have black lines and spots running thru it (no clue why) so I haven't worked on that yet. and i mean to give her some acne like a good little teenager. Max 5 has no sss, which is why I'm faking it with a translucency map.

Buonarroti
12-09-2004, 05:14 PM
Slash....pm me if you wish.....I might be able to solve your Brazil issues;)

martimus
12-09-2004, 07:53 PM
Originally posted by hpslashluvr
originally this was supposed to be hermione...



it all becomes so clear....!

that last render was such a difference. soo good!!!

the eyes look great, and the skin is fabulous!

tell me, are the eybrows a map, or modelled?

mighty impressed, your well on the way to a credit in ootp!

hpslashluvr
13-09-2004, 06:18 AM
Buonarroti: i think the black lines come from being too shiny or something, when i tone it down it renders fine

martimus: the eyebrows are just a map, but i am probably going to make the actual hairs with a spline, like the eyelashes. hmm i wonder if wb gives out internships? of course i'd like to work on one of the movies x.x;;; but i'd rather meet alan rickman and the like

played with the maps a little today

ok i changed the eye color because hermione has brown eyes

do you think the eyes are too big?

hpslashluvr
13-09-2004, 06:23 AM
you know who this totally looks like

clara from silent hill
http://www.todojuegos.cl/PS2/Juegos/fotos/silent%20hill%203.jpg

Beatrix_Kiddo
13-09-2004, 06:40 AM
Wow I do like the style! Its almost like an anime version of hermione. No keep the big eyes because it gives it some style.

BTW...How exactly did you model the eyes "correctly" if its not too much trouble...Because if joan of arc is not right, then i don't know what is!

And also, did u unwrap entirely in max?

hpslashluvr
13-09-2004, 06:48 AM
nah i was too lazy to remodel them

there are a few ways of modeling them and a popular way is the joan of arc way

it works just fine

i unwrapped in max, it was actually pretty simple once i figured out how to do the symmetry modifier

Jason-Lavoie
13-09-2004, 06:49 AM
gots the hoody on... niiiiceee

Jason-Lavoie
13-09-2004, 07:05 AM
no hoody.. only.. hairy pot head... CRAP!

lol... HOODY'S WILL RULE!!

Beatrix_Kiddo
13-09-2004, 08:14 AM
oh so joan of arc will work....good.

U didn't use any unwrap plugins or deep uv? Wow.

I see that you unwrapped with the symmetry still in the stack. Usually I kill the symmetry by either converting it to poly or mesh, and then proceed to do it the ben mathis way. Does ur way work better?

berserkin
13-09-2004, 08:37 AM
no real crits, i just wanted to say every time i check up on this thread your model keeps getting better. your perseverance really is inspiring. keep up the good work.

jawahar
13-09-2004, 08:56 AM
great progression,waiting for updates

hpslashluvr
13-09-2004, 05:50 PM
what's the ben mathis way? once i figured out how to use the symmetry modifier, the uv map probably took me about a few minutes tops and that's only because i'm stupid

I don't see why people need extra uveditors when it's fine the normal way, except unless you have the money, and then I'd be off buying zbrush and bodypaint or something. Do companies usually have uveditors like that? I guess if they all use plugins then I might get one eventually, except they're really expensive.

i don't use meshselect

mine is :

editable poly>uvmap>symmetry>unwrap>meshsmooth

Beatrix_Kiddo
13-09-2004, 10:20 PM
Well if its quicker then i would rather unwrap your way. But just for info the ben mathis way is where you kill everything in the original stack, delete parts of the mesh which can be mirrored (ie parts that are not so prominent like hands, lower legs, etc.. nothing in the middle or face because of the seam) and he planar maps all of the areas of his mesh, stitches them together, and then relaxes them until there is minimal stretching. He doesn't use a uvw map modifier, and theres this free script called unwrap tools 1.37 which automatically gives u mesh select w/o the modifier, and has a relax tool for max 5. He also uses deep uv, but it isnt really necessary. But his way is very long and tedious, so if ur way is quicker, then it would be better. The problem is that i cant usually get a cylindrical or spherical map to work with my heads.

martimus
13-09-2004, 10:26 PM
what are the advantages of doing th ben mathis way? the skin oon slash's model looks pretty good, its gotta be worth the extra effort somewhere right?

martimus
13-09-2004, 10:34 PM
Originally posted by hpslashluvr


wb gives out internships?

actually, i think industrial light and magic do the vfx for the films, just need to give george lucas a ring, im sure he'll take you on no probs! does anyone have his number.....or work for ilm...???

Beatrix_Kiddo
13-09-2004, 10:35 PM
ya thats why im asking her because her skin texture looks really good and she only took a short time to map it, so i want to know too. But the ben mathis way, dunno, is simple? i guess? but it does produce very few seams, although hpslashluvrs doesn't appear to have seams so i dunno. I have only done it the ben mathis way.

Buonarroti
14-09-2004, 04:47 AM
Did you do a {complete map} when you baked your textures?
If not there may be elements missing that is causing it to look flat.
Also for some elements you need direct 3d display drivers for them to work correctly.
When you bake textures you can bake many aspects of the scene....lights, shadows,alpha.diffuse,displacement...so on.
Try a complete map if you haven`t already and see if that looks better for you.

Buonarroti
14-09-2004, 05:01 AM
oh lol....sorry yes I know what you mean.Yes it does create many different chunks of the object that`s normal.
Look at this site....some nice tools here: http://www.mankua.com/freetools.cfm

Buonarroti
14-09-2004, 06:39 AM
try this slash....when you do your uvw mapping on channel 1 then you do your texture baking....it will probably use another channel most likely 3.In your baking window change the channel to 1..you may get a warning message but just say ok anyway.....then when your render to texture map is created it should match the mapping type you did in your uvw unwrap window.ie: it shouldn`t break up into many little chunks.....

Beatrix_Kiddo
14-09-2004, 06:59 AM
This script by chuggnut has a relax tool in it. all u have to do is put the file in your max directory UI> macroscripts, and then put the tif file in UI>Icons. It should work when u open the uvw edit window. It also has some nice vertical and horizontal align tools. Anyway, hope this helps. I know most max 5 users would like a relax tool. I know i did. heres the link...unless u
already have

btw max 6 has a relax tool built in but 5 does not. Apparently its always had the functionality of relax, but discreet never assigned any UI to it. So thats what this script is for.





it....http://www.scriptspot.com/start.htm

Corth
14-09-2004, 11:23 AM
This is the area where I really like maya. Though I'm mostly skimming over what is being said (because it's mostly max related). UV's and baking textures are like snaping your fingers :)

Oh, and Julian J is the king ;)

Just a quick couple of questions Slashy, why are you trying to bake a texture? and what size wacom did you get? 6x8? and isn't it frustrating to just get a tablet and they come out with the intuos3? :p

hpslashluvr
14-09-2004, 05:47 PM
not really, cuz i couldn't afford an intuos in the first place, i got a graphire 6x8 which is really big to me, cuz our school used intuos 1 4x5's

well i've read a lot of tuts and they all bake textures, i was just wondering how to do it cuz it didn't seem to work in max

and stop rubbing it in, i will get maya next summer when i start uni :grr: cuz that's what they use

but i still love max *hugs it*

and they fixed a lot of problems in max 6 not that i have it

crayzard
14-09-2004, 06:28 PM
how lucky u are..... me i got no wacom i jsut use my tradional old mouse.. not the optical mouse.... if i could just afford to buy that stuufff....
anywayz ur model is looking pretty pretty gooddddddd

hpslashluvr
14-09-2004, 06:36 PM
well it's easy enough to do textures w/o a wacom, only if you want to do really detailed painting, then you get one

and anyhow, i got the cheapest kind

Chokin Hazard™
14-09-2004, 08:46 PM
WHats wrong with her nose?lol

martimus
14-09-2004, 11:46 PM
Originally posted by hpslashluvr

and dude, martimus, me and george and like buds! we hang out together! in texas...:p i know ilm has internships i just wasn't sure which company does most of the work. I talked to a senior animator at Sony Imageworks while he was here in Texas who worked on HP and the Prisoner of Azkaban, and apparently Imageworks, dneg, and Cinesite are among a lot of companies who split the work. Unless those are all the same company, and then I'm sorry! At ilm you must be a junior in uni to work there, so I am going to try to work my ass off by summer and apply to DNA productions or ReelFX which are in Irving and Dallas.



you have all the best companies in the us!!

theres only a couple hundred vfx companies in the uk on aidb.com, and like 3700 in the us!!!

i want an internship after christmas. but where? i dont know

Beatrix_Kiddo
15-09-2004, 08:08 AM
could you maybe post a screenshot of ur map? And did u use texporter?:D

Chokin Hazard™
15-09-2004, 08:10 AM
Originally posted by hpslashluvr


chokin_hazard: if you're talking about the above map, that was Julian J's baked texture for Mad Eye Moody (he's also a Harry Potter fan, which is why he's one of my heroes ;)) who has lost part of his nose in the books

if you're talking about my model, then....:cry: ...i'm still working on it ;)

lol I im talking about that greyscale map lol I thought it was your girl. LMAO sorry my bad

Corth
16-09-2004, 03:01 AM
Try doing a Spotlight GI lighting scheme, in maya I'd create a spot light, move it out along the Z axis (I think Z is Y in max), reset the pivot point to the center of the map, duplicate it with a rotation value of probably 30 with number of copies equal to 11, and rotate all the lights on the X axis to about 23 degree's up. If I remember correctly, in max you have to use the array tool to make multiple copies like that. Then after that you can adjust the intensity of the lights to suit your purpose.

Edit: Sorry about mentioning maya so much, but it's what I know :)

Phynius Gauge
16-09-2004, 04:20 AM
Great progress over the coarse of this thread. The last renders you posted are very nice improvements. Just fix the nose. It looks flat :).

hpslashluvr
29-09-2004, 11:16 AM
i know for any who have followed this, it isn't much of an update

BUT...

worked on the lips some hopefully for the better but i think i am DONE with the modeling...i gotta move on sometime...so any last crits before i do texturing

phynius: what part of the nose looks flat? the bridge? (i have almost no bridge to my nose so i'm quite unfamiliar with making them...)

hpslashluvr
29-09-2004, 11:16 AM
we need to have multiple attachment thingamajigs at threedy :roll:

hpslashluvr
29-09-2004, 11:27 AM
ugh sorry, these images are so large

i took pictures of two friends, which do you think fits better? (i am definitely doing the strawberry blonde one for hair hehe, it's so thick like hermione's)

Beatrix_Kiddo
29-09-2004, 01:25 PM
Im thinking it looks way more like the one on the left with brown hair.

PS-if u mean hermione's hair from the movies, ugh, u might wanna think twice. It was all frizzed out and messy all the time.:D :p

Phynius Gauge
29-09-2004, 03:23 PM
what part of the nose looks flat? the bridge?

Yeah, the bridge (I forgot what that was called :)). From the side view it looks fine, but from the front it looks too flat and straight. Just pull that set of vertices that defines the edge of the bridge of the nose closer to the center of the nose and it will probably look a lot better. And also, I think that her lower eyelid should be a little bit more prominent (at first I couldn't even tell it was there).

And I agree with BK; the hairstyle of the girl on the left will probably fit your model better. Keep up the good work :D.

Corth
29-09-2004, 04:15 PM
the cheeks look square! ahhh!

ok, I made little red circles on the front view which should be brought forward, to where it shows on the side view (don't make it that pointy though, only for a smile blendshape). For the nose, try tilting it up a bit, it looks really really long (up and down long, not pinnochio long, like I had ;) ) and I put a mark under the eyes so you'll remember to give her a lower eyelid too :eek:

Don't listen to Beatrix, make hair that's frizzed out and messy! :D

hpslashluvr
30-09-2004, 07:12 AM
what i meant by the pictures was which to use textures for, not which one looks more like my model, i am planning on painting most of the textures anyhow using baking (once i do that lighting thing corth keeps telling me about and i keep being too lazy to do)

that picture is actually pretty good, she had straightened her hair...i will take a picture of her in her natural state soon :D

bk: emma watson's hair i thought was all right in the movie? they took quite a few liberties with giving her waves and highlights

thanks corth for the paintover, you are my favorite 3d person ever and i love you for being funny even if you do have lame jokes :D

about the square cheeks... sorry if i am not an modeling master like you are :roll:

and...............a last update hopefully (besides the undereye area)...i know you are all sick of this head like i am...

Beatrix_Kiddo
30-09-2004, 11:00 AM
oh now i understand. Then I guess the choice is up to u. :D

Mwhahaha
30-09-2004, 10:51 PM
Well the friend on the right with the dark hair is cuter so I would use her as a refernce and for texures.

It will be interesting to see how the skin will change the model. :eek:

berserkin
02-10-2004, 12:12 AM
looking good, I think the back of the skull is bit narrow in the front view. I believe most craniums are slightly wider in the back than in the front. IMO

hpslashluvr
04-10-2004, 05:36 AM
I was just playing around with skin settings (the photo ref I used was too dead looking) and this is what I've got, I know it isn't much but I couldn't resist:D I'm still having trouble with getting the ear to fake sss, but that's only because of the stretching in the uvs. Another thing of course is the eyebrows, one looking higher than the other, and being too close to the nose. And...the stretching in the lips.

I think this might be what her hair looks like when it's up, sort of like a french braid. The hair on the top is temporary of course.

Do you think her eyes are too large? On one hand I want it to look real but on the other I like them big and x-file-ish :D

hpslashluvr
04-10-2004, 05:37 AM
and...the smaller eyes

Beatrix_Kiddo
04-10-2004, 08:21 AM
bigger eyes is definately better. The small ones make her look more like a doll...i think...but good job:D

Chokin Hazard™
04-10-2004, 08:30 AM
bigger eyes

elros
04-10-2004, 08:35 AM
Wow that looks really good to me slash... I also like the bigger eyes. The texture on everything looks great, and she really have the cute young look :) I think the ear might need some work though.

hpslashluvr
04-10-2004, 08:51 AM
hmm I thought the larger eyes looked sort of scary, but apparently no one else thinks so:roll:

thanks chokin and beatrix

hey elros, you ever finish your characters? they were really good. Oh, and I remember you used some sort of projection lighting...if you could explain that again that'd be great.

I think I just may fix the ear since people are always complaining about it, but just for the record, I did use a reference!

*sigh* I'm really eager to post a WIP image for artisticalley (an HP site) where I've promised to eventually make a short but I'm afraid to ruin people's expectations. A while ago, I had already showed a friend a Joan of Arc that I made, and he was like ehhh that's crap. :hurt: So I showed him this model today, and he was like "it's better..." lol! So yeah...:dunno: I guess I'll try to resist the urge to post it at AA, cuz regular people only judge the outcome, not the work that goes into it. There's all these Poser artists who are considered gods in those forums...hell, for all they know, Poser is the only 3d program and all models come pre-made. :mad: :mad:

Chokin Hazard™
04-10-2004, 09:25 AM
Originally posted by hpslashluvr


So I showed him this model today, and he was like "it's better..." lol! So yeah...:dunno: I guess I'll try to resist the urge to post it at AA, cuz regular people only judge the outcome, not the work that goes into it. :

That is true. I showed my mates most of my works and they were like "wtf is that sh*t." The only thing they thought was good was my terragen render.......

Beatrix_Kiddo
04-10-2004, 09:27 AM
no dont bother posting on a non 3d or art forum unless u plan on getting bashed because they have no tolerance for WIPs. They want the finished thing (unappreceative *******s).

martimus
04-10-2004, 07:50 PM
wow slash this is really looking top shelf. i know you have a way to go on working out the texture but it already looks so great. also the bigger eyes are better, gives the character more life i think

....poser...

elros
05-10-2004, 12:12 AM
Hey, thanks. Yeah I actually haven't been working on my characters much recently, (place explative) school, but I will, and I think I'll start a new thread.
the projection lighting is really simple. You are much better at this than me I think, but if you are interested it is simply in the omni (or any light i would assume) properties rollout.
About the ear, its not really that bad, but it seems that everithing else has just gotten better and now the ear looks sort of out of place.:D

And yes, I also hate poser. A friend of mine saw a poser model that someone had posted somwhere and was like. "Bet you want to be that good some day." And I'm thinking "Hell no, I'll make my own art thank you verry much."

Cyrenn
05-10-2004, 10:23 AM
Great Looking model Hpslashluvr <-- Long name to type:D

The texture on this looks great.

As for the eyes. I think you can go either way.

After I examined the eyes. I think if you went with the smaller eyes she would look more human like.

On the other hand the big eyes makes her look exotic . Kinda like one of those hot fantasy type characters.

I think the bigger eyes makes it more eye catching.

Great Job. I'm looking forward to see how this one turns out.

Shes looking cute.

Edit - How did you do the eye brows. Just curious.

ag_1989
05-10-2004, 03:04 PM
WOWWW. It's head very good. Great modeling and perfect texturing :). I like it :).

Borg
05-10-2004, 04:34 PM
wow, nice head

The only thing that bothers me is the bottom of the nose. The nostrils don't look natural to me. it looks as though they'r just extruded up.
I think its just because the bottom of the nose is so flat, maybe if you lifted the outside of the nostrils up a bit.

but it could be just that view......the side view looks good, its just the front veiw that bugs me

Corth
06-10-2004, 12:49 PM
I RoxXorZ with Poser! phear my L337 Poser Skillz!...

the photo texture looks better than your painted texture :p , use some of the colors in the photo's as a base for your painted texture, and that should take away the whole dead look.

and for the fake sss, put something with a falloff value in one of the material slot thingy's (yeah, I don't know how it works in max). and don't use brazil stuff unless your going to render with brazil an all that jazz, I wouldn't suggest it though, cause it takes a long long time to render.

p.s. how's that for grammar errors? :p

EDIT: lame jokes?... :cry: :lame:

rjsmal
06-10-2004, 03:30 PM
it looks good :) are you going to make the texture your self or are you going to use foto's like the one on your last post ?

Bracer
11-10-2004, 12:38 AM
The Side View Is OK. But The Front View External Outline Need To Be Starighten And Sharpen At Specific Areas.

The Chin Can Sharpen ?

But The Mapped Head Is Just Fantastic.
Realistic To Say The Least.

Downup
11-10-2004, 01:02 AM
OOkey.. thats showes how much a texture can doo.. Very nice work!!

<<GhosTS>>
11-10-2004, 07:14 AM
Hmm...Slash...WOW..you did a great thing from texturing..Still there is a hard edge on the corner of the mouth..Skin shader needs some work but this is great..Keep it up..

hpslashluvr
11-10-2004, 10:33 AM
hehe i just got back from National Portfolio Day, got critiqued by SVA, Parsons (those ppl don't smile o.O), Ringling, and Pratt (where i wanted to go, but now i don't, their admissions people SUCK), as well as a lot of lesser knowns like Emily Carr (Vancouver), Milawaukee, Laguna (Institute of Southern Cali)

you guys in the US should go, it's great fun even if some of the reviewers are in bad moods

i only dared to show this to one admissions officer who says he plays around with cinema4d...and i was like it won't look like much but it took a lot of work...and he saw it and started ranting and was like dude i give you perfect score on your review...x.x;;;he must not have seen much good work apparently if he likes this...but i did appreciate that he understood how much work goes into it!!!

Cyrenn: hey i set your mc dude as my background, it's so cool hehe. i did the eyebrows with a bump/photo map, altho it's easy to paint too...i might try using ornatrix i suppose for the final version

Borg: thanks, i'll try to fix that prob with the nose

rjsmal: i want to make the texture myself...i was doing that photo just so i could bring it to portfolio day...

bracer: i'll try to fix the chin but for some reason i can't do it...i keep tweaking and it doesn't seem right lol

ghosts: hey, yea, i mentioned that problem in one of my posts i think...there is some stretching there i think

PS. Can someone explain to me the meaning of RoxXorZ? i never really got that...

Cyrenn
11-10-2004, 11:19 AM
Sounds like it would have been fun to go to one of those national portfolio events.

Oh ya Im honored that you actually used my Little MC man for a background. That rocks :D I feel Special:D

By the way is this National Portfolio Day for admissions to try and get accepted into a 3D program school or something.

Unless I misuderstood your post.

Did you say you only showed this render to one admissions officer that worked with Cinema 4D.

You should of showed it to everyone. This piece you have here has alot of potential. Especially they way you textured her.
You should have no problem getting accepted into a good 3D art school.

Come to think about it. It takes alot of time and patience to make something look cool in 3D. Let alone trying to find your way around using any 3d package.

3D software to me is really not an easy program to learn. Well at least for me it was a long hard fought battle just to finally get comfortable with some of the modeling tools in 3D Max. Hopefully one day I will be able to achieve results like some of my favorite 3d artists especially Pascal Blanche.

Well sorry I made you read this whole post of mine. But ya you got some skills going on:D

Otherwise let me know if I mis- understood your post. So that you can correct me:D

hpslashluvr
11-10-2004, 11:35 AM
national portfolio day is not for 3d, it is for any art major (they have like 30 unis) but they read portfolios for high school students (or i guess, students who want to go to art unis, but mostly 12th grade and under...usually mostly seniors/juniors tho). Most of the students who go are pretty serious about art and probably 90 percent are better than all of the forums.3dtotal.com ppl combined (in terms of traditional art)...it can be daunting but a good experience.

the admissions officers are often recent grads that cannot find jobs (the guy at ringling majored in illustration, for example) or i guess just work at the school or whatever...most of them are traditional artists...that is why i did not show my 3d/digital 2d artwork...because they will not understand the work that goes into it. The few unis that offer 3d obviously have NO clue what they're really talking about...other than "yes we have the best 3d program"

They look for observational work mostly, not cg or illustration or anime (most unis hate anime btw for anyone who draws it...although some are starting new progs called "sequential art" or comicbooking). Some can be mean but hey they've been looking at portfolios for 4+hours...one told my friend not to even bother applying! some glance at your first artwork and tell you you suck and they don't wanna look at any more of your stuff! altho i didn't get that haha

But I did get admitted into all of the unis I mentioned above but I can't afford any of them. Ringling is my top choice but costs around 40K a year...even a hefty 10K renewable scholarship does nothing for 160K...I would rather work at McDonalds than be 80 years old and still be paying off my school debt...:roll:

but that is my little portfolio day rant ;) anyone in the US, go! they still got a lot of cities to stop by

Corth
13-10-2004, 10:26 AM
160k ??? :eek: if that's the case, come to canada and spend 20k, and use the rest for living expenses :p

RoxXorZ = Rocks!!! in l337 speach, I don't use it much, so you should feel proud... :roll: :p

Beatrix_Kiddo
13-10-2004, 11:25 AM
Oh yeah, we had that portfolio thing here. I heard it was ok, but I didn't go, because I didn't feel that my traditional art was up to par. And yes, they hate cartoons, 3D, 2D digital, and anything else that is not traditional. My friend got accepted into parsons, but it costs soo much to go. He said that they did not even want to review anyone's portfolio who had cartoons-they were more interested in life drawing.

I got more feedback from SCAD when they came to my HS and emphasized their 3D program.

But back to the point, I think that you did a really good job on this head. The texture did wonders for it. Just the shader is my only crit.

BTW, I heard that UCLA has Manga. I think that it is a really underappreciated artform:(

hpslashluvr
07-11-2004, 11:28 AM
well i think i got the color i wanted finally, i wanted a really really pale porcelain look with almost no color

it looks almost too dolllike especially with the eyes but i'll work on it...right now i have a 10 second delay everytime i click on anything, so i'm sort of frustrated

Chokin Hazard™
07-11-2004, 11:29 AM
hey hey you finally updated it. The ear looks alright but as u meantioned it looks "little plasticy"

Chokin Hazard™
07-11-2004, 11:33 AM
errr what? my last post should be above ur last post lol.

Cyrenn
07-11-2004, 12:44 PM
It looks like a doll. But you already pointed that out. But what Im really fasicnated on how you got that translucent material going.

Could you maybe explain on how you achieved that. If you get the chance.

But no less it still looks like a great model in the works.
Keep up the hard work HP.

I hope you don't mind me calling you HP. Its alot easier to type.:D

<<GhosTS>>
07-11-2004, 07:13 PM
Hmm..SSS looks good on the ear.But there is SSS near the corner of the eye..where it's unwanted.Can you post a larger image.

hpslashluvr
07-11-2004, 08:51 PM
sorry, brazil rio only renders a little larger than the one i posted...like 500X300 i think...i guess when i do animations and larger renders i'll have to ask people to do it for me or something

cyrenn, the skin is done with a brazil shader that can do sss, right now i haven't specified where the sss should be with a sss map, that is why parts of the face are lighted up when they shouldn't be...there is only a simple color map right now that is for the eyebrows and the lips, that's it...the rest is done by the lights/shader

gah, right now I'm trying to save up for the massiveblack workshop in san fran...too bad i missed the one in austin...i think after tax i earn only a few dollars an hr...how i'll ever get $1200 in two months i dunno...

jdgill
24-12-2005, 08:26 PM
Have you died? :p

hpslashluvr
24-12-2005, 09:56 PM
yes, yes i have. well, i sort of restarted modeling in my other thread with the asian punk. i just need to finish his hands. i'm seriously considering digital 2d as a career instead of 3d...after taking a class i think it's just too technical for me. i mean, i like it, but...*shrugs*

the good news is i got a LOT faster at modeling...a billion months for this head vs. a few hours earlier this fall.

50caliber
25-02-2006, 10:21 AM
hey....really nice work! Got a question for ya. Im just beginning to learn how to make human faces. So how does using splines differ from box modeling (my method)? Is it possible to take a photo of someone, put in the backdrop and use splines to make an accurate rendering of that persons face? Also, do you know where can I find some nice female 3d models (3ds or lwo .....free)?

hpslashluvr
25-02-2006, 09:09 PM
splines i think is good for people who are really familiar with anatomy and sculpture - people who know the form of the body and head. if you're not one of these people, do box modeling. it's also a lot faster...

there is an angelina jolie spline tutorial somewhere on the web...i think threedy offers some models in their free section but i'm not sure...

sorry, i haven't done 3d since last fall so i can't really say for sure.

anonuser
28-02-2006, 10:31 AM
Very nice. Its amazing to see the accomplishment made while reading over this thread.

Great job!

martimus
28-02-2006, 04:15 PM
wow that was one hell of a bump!

u.lewis
29-08-2006, 10:46 AM
WOW. all i can say after reading the whole thread... Slash your model its looking amazing, even though the last render looked doll like i know ull fix it, very nice good job on the whole project up to here. im deffenetly liking the model!

keep it up :)

martimus
01-09-2006, 05:38 PM
Haha I wonder if people keep bumping this thread like this she'll ever get it finished. lol not likely.

Did you get into a good art college slash?

Edgeloop
02-09-2006, 04:15 AM
Hey hpslashluvr,

Just been through ur thread and i must say that you've progressed a lot! ;)
I can tell that you have been experiencing a lot with that Female head :)

Unfortunately i'm no Max user heehee :D
But i will keep following ur work though!

Nice job! Keep it up! ;)

:edge:Loop