View Full Version : Anime Character Wip
16-06-2005, 08:37 AM
sorry no images just yet will post some images tommorow - but to to start with i have a question
how in the hell do you make a sphere fit into an odd shaped anime style eye
ive tried many times and i just end up with a crappy shape for the eye socket witch looks nothing like what i wanted it to look like please if you have any suggestions it would be really helpfull,
the only other way i could think of doing it would be to create a flat poly plane the shape of the eye and then make the pupil/iris as a seperate object then use a surface constraint to make it follow the contour of the eye
im using maya 4.5 if that helps
will post images tomorow
16-06-2005, 09:36 AM
Here is the picture of the guy im trying to make - (i drewe him my self)
notice the odd shape of the eye - when i try to fit a spere in it would have to be fairly large to fill the hole - thats my first problem because i either have the sphere sticking ou the side of the head or i lose the shap of they eye because i have to modify it to fit the sphere - please help
19-06-2005, 03:45 PM
chips... thankyou for posting a question ive needed answered for a long time.
plz if anyone has suggestions plz help!!!
20-06-2005, 04:31 AM
Heheh thats allright man, although i managted to a figure it our myself-
but i think it would only work on a couple of anime shape eyes - i managed to make the sphere fit my curre nt model only a few modifications to it - which were extreding the inside of the eye socket right back so that you dont get any gaps - it fit pretty well i guess it just takes some time to playu around till it looks good
20-06-2005, 09:00 AM
yeah... ive used that method before but its a real pain closing up the gap in the tear duct... at least i found it to be.
20-06-2005, 09:42 AM
I totally agree its a reall pain in the ass - heres a though maybe you could create the shap e of the eye to fit perfectly in the socket (not using a sphere) then add a texture onto that of the eye then use some sort of invisible target to make the texture move
btw i notice your an aussie - your only 5 hours away from me - i live in mt gambier south australia:P
20-06-2005, 10:02 AM
Mike Comet has a good tutorial on his website.... comet-cartoons.com i think... it explains how to rig deformed eyes to still rotate properly to follow a look-at target... I think the tutorial is 3dsmax but it might help you figure it out for any program. (He also has alot of maya stuff on there now as well, so there might be a tutorial for maya)
20-06-2005, 11:08 AM
Your a legend will go have a look soon thanks heaps
20-06-2005, 04:24 PM
hey, SA! wicked man.
cheers buzzy id forgotten about this dudes tutes... used the modelling head in polys for one of my first models. i think i got it figured, for my current model at least.
21-06-2005, 05:56 AM
Hye guys sorry i took so long with the pics but i had to get my model to a more presentable state - heres what ive done so far - keep in mind the shape of the body aint perfect but its something im gonna fix once i have the whole body built
21-06-2005, 10:11 AM
come on guys over 300 hundred views and no body wants to comment?
21-06-2005, 12:18 PM
erm, well, it looks like an alien :P
he doesnt really look like an anime character, however, it is a very hardthing to model. so keep it up.
you got a side reference? cause i think that whats lacking.
21-06-2005, 12:22 PM
Hehe - loosely based anime now like i said once i have the whole thing built
i will heavily modify untill it looks a lot more the way i want
but more to the point i wanna know what you guys actually think of the modelling ?
21-06-2005, 12:24 PM
heh, i feel your pain man. its jus something u gotta get used to theres a lot of ghosts around here.
as for your model i think you have started off with a lot of detail, i always find it easier to model by roughing out the entire model first then slowly building the detail where it is needed.
the neck seems a bit too wide as with the head and u definately need to give him some bigger shoulders.
this is all i can give for now i gotta go to the airport...
keep working at it and youll get there!
21-06-2005, 12:50 PM
Thanks for your comments guys
skripturez - i can see where your coming from but i tried modeling the simple way ie boxing out a general shape then adding details but i prefer at the moment to do it the way im doing (the way shown in the joan of arc tutorial)
all im really after is comments critz regarding the mesh topology and what you guys think of my skill (if any :P) any odd looking bits of the model will be fixed once ive got the whole thing built - im building this with out any ref material cept for that pic of the head.
24-06-2005, 06:02 AM
Time for an update - i havent modified the face much but i modelled the torso based on an image of cloud from final fantasy 7 advent children to get some coorect proportions,
ive attached an image with out armour for you guys to cirt the body,
i spent a couple hours last night modelling armour for him - hes based on my avatar anybody who is wondering,
any way attached is a group of images with armour
24-06-2005, 06:22 AM
Oh and heres the concept drawing im made of him
24-06-2005, 07:04 AM
and some armour
The head looks very wierd. It looks like an alien. I think that it needs shoulders.
24-06-2005, 09:29 AM
errr, Shoulders? hes got shoulders you are looking at the latest pics i posted?
24-06-2005, 09:59 AM
man you shold make normal eyes..i think it wolud be much better with some japanese look on him..these big eyes are more macth to an alien or demon..and a demon guy would be even cooler! just my imagination going on!good luck!
24-06-2005, 10:02 AM
Yeah im starting to think that i should change the eyes too - will do it tonight,
also do you think if i pull the push the jawline bakck a bit it would look better?
btw thanks for your comments guys
04-07-2005, 05:47 AM
Hi guys - i finally finished my head model - sorry no pics -
but what i really need is a good beginners guide to tutorial on uv mapping
at the moment - mine just end up really messy - i can get the textures to display pretty evely but the uv mesh looks like **** and its really hard to decipher which parts of the face are what
- please help me if you can
04-07-2005, 07:18 AM
heres a pretty good tute... i learned a lot of tricks from this dude.
04-07-2005, 08:12 AM
Just my professional opinion as an animator, but you seem to need a lot of work in the anatomy department.
EVERY single solitary anime artists out there in japan started with learning actual anatomy. The only way to successfully stylise the human form is to study it.
The Abs for instance, are not even human. Something more akin to an insects abdomen with underlyng folds. As well as the head, it has more of a " Grey" alien or insect bug eyed look rather than an anime stylisation.
If you need a good ref for a basic anime head in 3d I suggest looking at images of Anime-Manequins. I beleve Deleter sells them, and they are quite acurate to the basic shapes of most commonly over reproduced anime/manga characters.
04-07-2005, 08:25 AM
Skripturez - thanks for that
daft punk - Dude you are totally right - my main current problem is patience - and my limited amount of it i need to slow right down and spend more time in planning my models and rather than going for the quick "rushed" results whcih from most of my work you can probably see
thanks for the heads up and i will continue to work on my anatomy :P
apart from that what did you think of the topolgy of my mesh?
04-07-2005, 03:29 PM
the topology isnt too bad, you seem to understand edge loops and the need for detail in areas that deform... this said if the anatomy was correct i believe the topolgy would be sufficient.
just remember to make your lines flow and study that anatomy. try to imagine where the lines of the mesh would be, where you would require more detail and where the mesh would deform. understanding all this will make your modelling simpler, quicker and more efficient.
keep it up!
04-07-2005, 03:30 PM
ps. the concept art rocks dude
04-07-2005, 11:52 PM
I'm guessing RBL's talking about the way your sholders connect to the chest. The shoulder muscles should connect further in at the end of the collarbone. You cannot raise your arm further up then to a 90 degree angle out from the body (as your model is posed) If you want to raise your arm higher you are moving the collarbone which you can do until your shoulder hits your ear. Something like this:
05-07-2005, 05:27 AM
Your Tips are great thanks heaps
- skripturez - im trying to get my head around building models straigh from a box but i find this method does not work for me at the moment
both - im gonna start taking things a bit more seriously and go an maken an effort to learn how to draw correctly so i get a handle on antomy/proportions
Tjakalen - thanks for the pic too btw that clarified what rbl meant
thanks again guys - i will keep powering away on this
note - i can now uv map a hella of a lot better i use cylindrical mapping and it turns out perfect!
05-07-2005, 07:32 AM
hehe, uv mapping sucks... its good you're getting the hang of it.
as to my previous post, i wasnt specifying box modelling... this principal applies to all modelling and is in my opinion the back bone of any good model.
keep it up, i wanna see some updates soon!
05-07-2005, 07:52 AM
once you can do it thought its fun - uv mapping that is,
I just found a whole heap of awesome tutorials on box modelling so im gonna give them ago later today - even if i dont end up using the box method i would stilll like to know how to do it properly - http://www.secondreality.ch/
theresd the link with the good tutes
i suspect this thread may lay dorment for a little while, im gonna go back to the drawing board take some more time to plan out my ref images/sketches and do this properly so i may end up posting in a new thread - keep your eye out
05-07-2005, 08:07 AM
yeah i used to use the subdivision head modelling tute its got a lot of good ideas in it.
good luck with the planning!
05-07-2005, 08:09 AM
cool , thanks
shall post soon!!!!!!!!!!
- chips :wave:
vBulletin® v3.7.4, Copyright ©2000-2013, Jelsoft Enterprises Ltd.