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#46 |
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Reputation beyond repute
Join Date: Feb 2005
Location: Chicago
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the biggest thing for me, is the mouth. You did so well with the flow in the face, then you got to the lips and said, screw it.
I would go back into the face, delet out a few pollies from around the face and nose, and then try to poly by poly extrude from the lips to try and have the lips flow into the rest of the face alittle better. |
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#47 |
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Criticism Fairy
Join Date: Jul 2009
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So, looking at your project got me interested in playing around with the ink n paint and I came across a problem
I can't figure out a way to make opacity maps work with the Ink N Paint material. Maybe you know something I don't, but I thought it might be useful knowledge for you, if you intend on going forward |
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#48 |
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Vinsane in the Membrane
Join Date: Oct 2006
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Alright - nice catch guys
I thought I could get away with the sloppy poly flow in the face 'cuz the Ink N Paint shader didn't seem to care, but damned if I don't like being called on my sloppy modeling! Had a spare few minutes so I went in and did a better job:![]() Joe Pomeisl: Yea I noticed that too. Though I don't really wanna focs on the hips too much since she's going to have a belt and a sash around that area. I'm going to wait on it, but if it looks weird later on, I'll fix it. Btw, are you doing anything for this comp, man? Your D-War stuff was rad - I'd love it if you were involved in this comp too man! Yet, I'd feel like a goon if I didn't see your thread already ![]() Big Toe: Like I said man, good catch. I don't mind going in to fix things of that nature, so it's cool when people push me to do so. Left to my own devices - clearly - I'll usually just say, "Eh - it's good enough (I'll just render it from a good angle)" Thanks for the feedback!SnappedStrings: Hmmm. I hadn't even thought of that. I figured that the I wasn't going to use Ink N Paint in the end anyway, opting instead to use Illustrate! It's the plugin that Production I.G. uses to toon shade the Tachikomas in Ghost in the Shell (a personal fave anime of mine). It seems pretty flexible and powerful - check it out: http://www.davidgould.com/Illustrate...lustrate53.htm Effed around with it for a few minutes via the 30 day trial version, and I could do this with my D-War model: ![]() You'll notice that it doesn't seem to pick up normal maps when it toon shades stuff, so I'm assuming that the alpha map problem is still going to be there. So I'm thinking this - ![]() I don't think Elika's hair is toon shaded. I'm thinking I'm just going to do a normal texture with normal alphas, and see how it looks. IF that doesn't work, I can PAINT the choker onto her neck, and paint it on her shoulders, and model the little dingly bobs that hang down from her shoulders and just have them sticking out of her shoulders. If that doesn't look good - well then, the choker's gone But I'll worry about that when the time comes. Thanks for the heads up though, man! Think I'll go poke around the other theads for a bit tonight. Then hop back onto unwrapping my other project tonight. I'll get back to this on Thursday.
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"Just do it 'cuz it's cool" Current 3DTotal comps: none. Learning Character Rigging, Unity. Comments & Critiques, always appreciated ![]() Homepage: This is Vinsanity |
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#49 |
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Registered User
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I desided to look up the work of the person that took that much time to help me out. and ofc u make a perfect argument but ur thread is like the best agrument since ur concept is spotles.
keep up the great work!and ehm ive played around with the toon shader once or twice. its fun! but i think ur work would be nicer withoud it. u get the see more details if u ask me but then again lets just see how it goes ur doing great keep it up! |
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#50 |
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Vinsane in the Membrane
Join Date: Oct 2006
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![]() I need someone to pick a weapon for my character. I can't decide and it's the last thing I have to model. The easy choice would be to just grab the curved sword (probably the one with teeth) from the Prince cover art in Warrior Within. However, I combed through some weapon replica sites to try and get good reference for a sword of similar design and couldn't find any. However I did find a bunch of cool weapons, so now I'm torn. I'll wait for some reaction here before modeling it, cuz I gots to get to unwrapping this upcoming week... Edit: Also, working out the design of the base: ![]() And some pics of the final model: ![]() ![]() >>>>>That strip is going to be a generic chunk of hair, so I can copy it and add some extra volume to the pixie cut once it's texture is finished And a simple rotation test: http://s136.photobucket.com/albums/q...iprotation.flv ![]() <embed width="448" height="361" type="application/x-shockwave-flash" wmode="transparent" src="http://s136.photobucket.com/flash/player.swf?file=http://vid136.photobucket.com/albums/q164/vinsanityv20/popwiprotation.flv"></embed> Finally, I decided to test out a diffuse + cel shade, by cel shading a model I had previously done. Though, I couldn't do my D-War model; the 2084 texture kept crashing Max However, I gots plenty of models to draw on in times of need, so I turned to my PSP model "Booster Kid":![]() Looks cool huh? It seems pretty good for the Ink N Paint shader too - maybe I could hit Prince of Persia's look by tweaking that. For personal reference, here's another great site overviewing the possibilities with Max's native Ink N' Paint Shader: http://www.3dmax-tutorials.com/Ink_n..._Material.html Hey guys - just checkin btw. I can start unwrapping her now right? I just have to collapse the stack back to an editable poly, attach the sword(s) when I'm done modeling them, and then hit it with another unwrap modifier, correct? I feel like it's been a hundred since the last time I've done this...
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"Just do it 'cuz it's cool" Current 3DTotal comps: none. Learning Character Rigging, Unity. Comments & Critiques, always appreciated ![]() Homepage: This is Vinsanity Last edited by VinsanityV20; 16-08-2009 at 09:02 AM.. |
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#51 |
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Reputation beyond repute
Join Date: Feb 2005
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a, do a. 2 of them.
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#52 |
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Registered User
Join Date: Feb 2007
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Dual wielding A's would be cool to see. Just think of all the poses you could put her in with those
![]()
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#53 |
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Vinsane in the Membrane
Join Date: Oct 2006
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Well alright - I believe the "A's" have it
She'll wield two Hellboy 2 swords, for no reason other than it's cool. I already hit her up with her Unwrapping modifier and a special texture I use for unwrapping, but I'll get to modeling the sword this week anyway. I just had to finally move onto unwrapping.Also, thinking about the skinning/rigging - I figure I'll cheat this time. Cheat as in not rig the sash - it's not like these models are for animation anyway. I've noticed that occasionally people just Zbrush their models into their final pose - this is the same kinda thing, though I'll still put a biped in there. Just nothing for the sash. I think I would want to spline IK it anyway...'cept I don't know how to do that and can't find a tutorlal on how to do it that isn't a video. Maybe I'll do it later for kicks, or import it into Maya for practice rigging stuff in that program. But not for this comp - that sash will not move, so I hope no one cares ![]()
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"Just do it 'cuz it's cool" Current 3DTotal comps: none. Learning Character Rigging, Unity. Comments & Critiques, always appreciated ![]() Homepage: This is Vinsanity |
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#54 |
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Reputation beyond repute
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I would just model the sash in a relaxed state, then just have to follow the leg as it moves.
Also, keep an eye on the overall look of your model, during the spin you posted, the model had a tendency to look a bit flat in the back area. To help with that, you can push in the area where the spine would be, see if that helps. |
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#55 |
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Vinsane in the Membrane
Join Date: Oct 2006
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Damn you Toe!
That's twice now you've called me on my laziness! Here i go thinking that, "They'll never see her back; I'll just render out her front for the comp" and you have to catch that too! At worst, I was just going to have her wear her swords strapped to her back so you couldn't really see any detail there. Curse your critical eyes, Toe! Curse them I say!Consider it fixed - I'll get it before i post my next WIP's. I swear I'll also move some verts around and relax that sash, cuz what you said sounds like a pretty practical solution for a lazy modeler such as myself![]() SR_6274: Holy Sh*t! You can model something in 60 seconds!?! Jeez laweez - that's impressive! I didn't even know they had speed modeling comps that fast. Decent looking microwave too... EDIT: Fixed the back. Even though it barely shows up with the Ink N' Paint shader on: . But yea, the rest of the back will remain untouched since she's wearing leather armor and definition - shoulder blades and stuff - shouldn't show through leather armor.Consider the sash fixed too. I just won't do it till after it's textured ![]()
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"Just do it 'cuz it's cool" Current 3DTotal comps: none. Learning Character Rigging, Unity. Comments & Critiques, always appreciated ![]() Homepage: This is Vinsanity Last edited by VinsanityV20; 17-08-2009 at 05:23 AM.. |
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#56 |
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Registered User
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Haha, the only thing I can model in 60 seconds is a cube, and that's pushing it.
Gotta love Toe for catching stuff like that. Hopefully he doesn't look at my model too closely, or he could probablly write an entire book on mistakes lol.
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Speed Modeling Challenges Winner SMC #60 - Done in 60 Seconds Second Place SMC #52 - Take a closer look Honorable Mentions The New SMC's - 025 - Large Cappuccino with sugar My Web Site MY DWIV Thread |
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#57 |
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xyz to uv YO
Join Date: Aug 2007
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i think thats good advice...but in some one else his thread some one got told to take it out because it's a waste of time with low poly...now i'm confused..anyway i think spine indent is good.
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#58 |
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Reputation beyond repute
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that was Marty's Wolverine, I think the spine he had was fine. Guess it all comes down to taste in the end.
SR_6274: is that a challenge? |
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#59 |
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Stealing your polygons!
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strict9 - Ya, that was me that suggested Marty taking some of those polys out of the spine. I may have been a bit hasty in doing so tho since he's sticking with the cell shaded look as opposed to the full compliment of maps. Same goes here, since the shader relies on the edges to get the right look, then you need the edges. If you're using a normal map etc, then chances are those edges along the spine, aren't going add much. Ultimately tho, like BigToe said, its personal preference.
Vins - BigTor's all over this like white on rice, follow his advice and you'll be fine. I think its looking pretty good. I still have my concerns about the legs being short, but they're looking better proportioned in 3d than they were on the character sheets, even if they are the same length.
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#60 |
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Vinsane in the Membrane
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Quick Update: Tri Count at 6411 (will probably hit 7000 when I copy the sword)
![]() Did the unwrap, modeled the sword. Just gotta push the unwraps into a box formation and render out my UVW template (totally not going with 2084 btw. Can't stand Photoshop taking more than a minute to save and load). But that's for this weekend - time to turn my attention elsewhere.
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