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#61 |
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Registered User
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Cool mang. Well you know what you want. Just go for it then.
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#62 |
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xyz to uv YO
Join Date: Aug 2007
Location: NL @ AU
Posts: 306
Thanks: 0
Thanked 4 Times in 2 Posts
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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
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#63 |
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conscientious objector
Join Date: Sep 2007
Location: cambridge, uk
Posts: 4,246
Thanks: 3
Thanked 126 Times in 120 Posts
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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 ![]() 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 - |
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#64 |
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Your Cuban Daddy
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F*ck chibi...there I said it.
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#65 |
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Reputation beyond repute
Join Date: Feb 2005
Location: Chicago
Posts: 8,630
Thanks: 144
Thanked 149 Times in 121 Posts
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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. |
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#66 |
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Registered User
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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.
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#67 |
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Reputation beyond repute
Join Date: Feb 2005
Location: Chicago
Posts: 8,630
Thanks: 144
Thanked 149 Times in 121 Posts
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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. |
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#68 |
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Registered User
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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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