View Full Version : Model (may contain nudity)
17-01-2008, 04:41 PM
Hi guys, this model is kind of a spinoff from another project I was working on. But I decided to pose her for a still. Still working on some minor mesh issued, and textures. Any crits would help out, especially regarding expression, deformation, and anatomy.
17-01-2008, 04:56 PM
Well modelled legs and feet there. She looks very happy. Scarily so. I like the back and stomach, but the belly button looks a bit odd.
17-01-2008, 05:24 PM
Thanks for the crits, heh, ya. I'm having some challenges with the expression. I'm going for a playful type of look. I'll refine it and post updates soon.
As for the belly button, I sould mention she's got a ring there too, i guess the res dosent really give off enough info. I'll post some close ups later for crit.
17-01-2008, 05:26 PM
If she's got a ring, it probably looks ok then. Can't really make it out from that distance. Also, it looks like her face and head are separate objects, you can see a line joining them.
17-01-2008, 05:33 PM
What Pirateguybrush said
Could you post some wires of her body?
17-01-2008, 05:50 PM
for a photoreal mesh, I think the lower back could use some more definition, seems to be a bit too smooth, but that could also be the lighting.
+ one on the seam on the face... smoothing groups or separate object?
17-01-2008, 09:46 PM
She has got a reaallllyyyy nice ehm "backside" :D great modeling and i would relly love to see some wires.
19-01-2008, 03:10 AM
Thanks for the comments!
Been busy so I coulden't post any updates. I'll post some wires for y'all tomorrow.
Sir Knight, I'll get in closer on the back for you as well for you to take a better look.
Oh, and the face is indeed a separate object at this point. I didn't really do any facial rigging, save for a singe jaw bone, I used morph targets for the rest, then converted it to editable poly and went in for some fine tuning(still ongoing). The face object was also unwrapped separately (4000*4000) while the body is 5200*5200. I'm going to consolodate the mesh eventually, but i'm acutally thinking of doing the same for the uvs. The difference in res is substantial and I am having some issues with seams...so, we'll see.
Thanks again for the cirts everyone.
19-01-2008, 05:16 PM
Here's the wires.
19-01-2008, 05:17 PM
19-01-2008, 05:17 PM
19-01-2008, 05:18 PM
and the belly
19-01-2008, 06:11 PM
that's a nice way to make the nose i always have the problem that the forhead is full of edges because of the nose but combining the eye and the nose seems to work pretty well
19-01-2008, 08:27 PM
you have a great model going here!! I like everything so far. It may be the distance and the way she has her fingers, but they look kind of small.
25-01-2008, 12:51 AM
As always, thanks for the comments.
Jerimiah- I get what you mean...in the viewport, at some angles they look a little wierd and small. But a others they look fine, i'll go in for a closer look as i have to tweak the hands a little anyway (tendons and some of the fingers are off).
In the meantime, ive been working on the bikini. Here it is so far.
25-01-2008, 12:52 AM
and the wires...
25-01-2008, 01:34 AM
25-01-2008, 04:37 AM
/nod.... looks like the mesh is coming through the bikini..
great looking model :D
25-01-2008, 09:25 AM
this model is looking great, i think when you start to texture it will really bring out the quality
25-01-2008, 02:36 PM
hey Cankli...this one is insanely sweet and sexy...nice forms and edgeloops...really liked the details that u are puting into the bikini, specially the folds and the cloth seams for the bottom one...would be great to see this as textured and rendered...another great cg gal in making!!!....:dance::dance::dance::dance::dance:
25-01-2008, 10:08 PM
Thanks for the kind words fellas.
The cloth work is fun but a little tedious..trying to get the folds right takes a degree of patience i'm not sure i could muster for a sustained period. I'll post updates soon of the bra.
Oh, for anyone who cares, I found that the edge and face constraints found in the edit geomety rollout are very handy indeed for aligning edges while maintaining the general shape, you can then disable them to tweak the edges to your liking. Makes it much easier on the brain in my case.
26-01-2008, 01:42 AM
Trust me, your work on the folds is excellent.
26-01-2008, 02:46 AM
02-02-2008, 05:59 PM
Sorry it's been a while. As always, thanks for the comments! I wasent really sure I was happy with the original pose, so i re-posed her arms. Lemme know what you guys thing of the new one. yay, or nay....
02-02-2008, 06:00 PM
02-02-2008, 06:03 PM
Dude...this is really awesome,well done.I'm keeping an eye on this one,for sure.
02-02-2008, 06:03 PM
I also started on the textures, still ongoing. Lemme know what you think. Specifically, the clothing. I'm messing around with patterns and I kinda like this one, or something like it...btw, if anyone knows how to make good clothing shaders.....
02-02-2008, 06:04 PM
and the back
02-02-2008, 06:14 PM
Shaders need a fair bit of work, but mmmmmmmmm.
28-02-2008, 10:20 PM
been a little while but here's a little update. I think i'm happy with the eye colour at this point. I'm working on the makeup and having a tough time at it. Women have it tough....
I'm gonna fix the eyebrows, mouthshape, and bump for the lips as well.
As always crits welcome!
28-02-2008, 10:55 PM
Wow this looks great! Modeling is excellent. I really like the newer pose and the clothing looks fantastic.
Max and Mental Ray? What version?
28-02-2008, 11:15 PM
Thanks for the kind words!
I'm using max 8 and mental ray 3.4. Rendering is not my forte-shaders either, come to think of it-but i'm hoping to get my shading as realistic as possible. I'm also planning on trying out rendering in passes for the first time, as I like the idea of having more control.
28-02-2008, 11:40 PM
I think we're in the same boat. I'm trying to improve my mental ray skills too. There have been some good SSS tutorials posted on my WIP (link in sig) especially check out the gnoman one. There's also a pretty decent tutorial about the SSS fast skin material that ships with Max. I asked about the version because there have been some improvements to Mental Ray and now I can't remember when they happened. I'm working with max 2008, so there are probably some differences.
29-02-2008, 12:58 AM
Texture and shading needs a LOT of improvement, and the face could use some minor zbrush work. It's still a great model though.
29-02-2008, 03:43 AM
if she was real i would take her out on a date.
02-03-2008, 06:11 PM
I don't think i've seen a better 3d ass in my life!...keep up the good work!
02-03-2008, 06:42 PM
great model :)
sexy ass but you should work on shaders :)
I'm waiting for updates
06-03-2008, 05:49 PM
Would be neat if you could attach the face to the head =>
07-03-2008, 12:28 AM
if she was real i would take her out on a date.I take it you dig bold chicks :halo:
08-03-2008, 07:12 AM
Here's a little update on the shader.
Thanks for the sss help as well Kate, much apreciated.
Keep those crits commin, and thanks for the kind words!
08-03-2008, 07:14 AM
oops, mabye i should post the pic...
10-03-2008, 11:17 PM
A little update,
I'm still trying to get the desired result, but i think this one's a little better. I'm getting more comforatble with sss so i think i'll get there soon...
12-03-2008, 03:21 AM
Looking better, keep improving it. :)
12-03-2008, 04:48 AM
looking good....may be there could be some variations of hue at different section of the skin...may be she is looking a bit more yellowish right now....but, good work...keep it up...!!!
12-03-2008, 11:02 AM
hey, I use maya, but as you said, you are using mental ray, so the workflow should work.
If its equal as it is in maya, the sss_skin have 3 parameters, epidermal, subdermal and back scatter, everyone of those with a weight parameter, so, you must be happy with all of those alone. Also, you have a difuse and difuse weight atribute
The subdermal and back scatter are those that let light scatter, and the epidermal is what difuses the light (also scatter but mostly difuses), so on epidermal you should have 2 parameters, weight and radius, the same on subdermal, and on back scatter, you have weight, radius and depht.
the epidermal is what gives some of the colors of your skin, in a grey tone, so mainly, your texture should be almost desaturated, the redish color of your skin comes from the other two layers, specially the back.
so, we need to know if your shader is working as it should be, remember that your shader has an algorithm control, that is the scale of the shader, that is very important, you need to compare this scale with your model scale.
so lets do some basics, start with a strong backlight with shadows turned on, put the weight of the epidermal and subdermal to 0, and back scatter weight to 1, and observe how the image renders, this layer is your model´s blood and organs, so the best part to see this layer acting is the ear or the tip of fingers, when you render the skin should be black, and the thiner parts red, turn off the lights and put a flash light on your fingers and see how they become red, try to simulate the same look on your model.
next put epidermal and back scatter weight to 0 and subdermal to 1, imagine this layer as the lipidic part of your model, tweak it until you are happy.
now turn off the back light and put a normal fill light, and put epidermal weight to 1 and others to 0, (do not apply the texture yet) tweak until you are happy (always look at your own skin for reference).
the last part is the difuse, higher difuse weight, makes it less specular, lower difuse weight makes it more specular, actually a 0.3 or 0.2 should be good to go for a skin.
hope this helps, maybe you already knew this, so sorry if you did, any doubts I am here =]
if like it, when you are done with these, I can tell you about bump
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