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#1 |
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Annie WIP - NUDITY
WIP model, using maya and zbrush. It's a study of form and topology, ultimately for use in animation with maya muscle. C&C welcome!
Currently lacks textures, which is the next step I guess Last edited by exigaen; 06-12-2009 at 06:06 PM.. Reason: adding nudity tag |
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#2 |
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ok, heres the wireframe for the face and front! i figure i should have included this in the original post, oh well
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Annie WIP (Nudity) |
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#3 |
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not bad. but i think you should fix some pinches on the legs before texturing.
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#4 |
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yeah, looking over it in maya i'm seeing quite a few problem areas. i'm trying to set up the topology for better deformation with my muscle rig, while avoiding tris and pinches as much as possible. I've already UV mapped it, which is a problem. I might have to resign myself to redoing the UVs.
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#5 |
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ok, been working on the face sculpt a bit... trying to get a feeling of weight and general fleshyness, particularly around the eyes and cheeks. any suggestions?
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#6 |
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working more on the eyes. i realised that they were too far forward in the face, giving a more asian appearance than i intended.
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#7 |
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hmm ok, so i decided to open up her eyes so i can give her more character. modelling eyesclosed is great for animation (sort of, depends on the rig i guess), but not so good for defining character. anyways, i just started to get bored so i started polypainting, which is a first, i've never really tried to polypaint before so yeah, i'm a wee bitty chuffed with this. any advice or crits would be appreciated
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#8 |
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Problem ?
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the painting seems to be quite good, but you might want togo over the ears again, also it feel like there is some harsh edges areas over the cheeks.
Last edited by throne; 17-01-2010 at 07:19 PM.. |
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#9 |
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Not bad work. I have a few notes if you don't mind. First a general note. The topology needs work. If this is just an exercise then maybe just file this under "next time" but that topology is not going to be very animation friendly. You have way too many triangles and just generally odd flow in some places. It's a good general practice to keep it quads, all quads, period. A lot of studio workflows require it without exception (renderman doesn't like triangles at all for example) and it'll just give you cleaner better deforming meshes. Plus, you can't avoid them completely but keep the 5 point stars to an absolute minimum. If you are going for games it's a different story but if that's the case the mesh is too high poly and still needs some work.
Next I have some sculpting notes. for this I was really just looking at the face. It's not bad and you have some nice things there but there are a couple problem areas that jump out at me around the cheek, nose and corners of the mouth. The cheek bones need to be filled in out front under the eye more. Also the nasolabial fold need some work. fill in the area on either side of the nose softening the transition to the cheek and flowing down above the nostril and toward the corner of the mouth. The area between the upper lip and the cheek also needs to be smoothed out a lot. In most women this crease is very subtle unless they are very old which it doesn't look like thats what you are going for. Finally the corner of the mouth looks a bit funny. The outside edge of the lips should sort of tuck under the cheek slightly creating a little pooch at the corner hinting at the ring of muscle going around the mouth, the orbicularis oris. I did a quick paint over of one of your images to try to illustrate what I'm talking about. I'm a sculptor not a painter so it's kinda crappy but hopefully it helps a bit! ![]() I hope this didn't come off like I'm bashing your work or anything! It looks nice, I'm just trying to help out! Ok, my FTP is down for some reason at the moment so I can't upload that paintover to a place I can link to. I can email it to you if you want or I'll try to post it later. Happy sculpting! |
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#10 |
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here's the paint over. Hope this helps!
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#11 |
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General Monkey
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This isn't bad at all.
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