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Old 31-03-2011, 08:28 PM   #61
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What will you construct the hair from, solid geometry?
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Old 31-03-2011, 09:06 PM   #62
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I think I kinda like the "mane" idea with FH2 [I also, think your chances of making it work in 3D are far high than the other hair concepts]...and the I'm with washka on the H3 horns.
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Old 31-03-2011, 10:07 PM   #63
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..and the I'm with washka on the H3 horns.
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Old 31-03-2011, 11:59 PM   #64
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Hi!

Solid geometry is the only way I can do right now, but I could try with planes. I'm not sure the texture size limit will allow me to do that tho.

I agree with Warlock that chances with FH2 are bigger. With solid geometry I shall try normals, I'll test it individually this weekend. A mohawk hair will allow me to play with some tattoos aswell, but my fave is FH1... I'll test FH2 first, Any advice?

About the horns, I've seen some concepts with simple plain H1 and they look diff. Both simple and stylish. Wouldn't work that great with FH2 i fear... A lot of ppl goes with H3 alike horns too hehe

So, my fave comb would be the same as washka, but Warlock is right. I'll go one step At a time.

What do you say koyima, you did keep ur opinion for yerself :P

Thanks!
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Old 01-04-2011, 12:20 AM   #65
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Quote:
Originally Posted by wil_himura View Post
What do you say koyima, you did keep ur opinion for yerself :P
Needed more info:
ok here it is, if is going to be solid geo, I would not do fire, but if you are fixed on doing fire I would make bolder shapes with larger volumes and less small points. More symbolic and comic style than trying to be realistic when there is no possibility of realistic fire.

Now on the horns I would explore more ideas. I have seen a lot of horns on 3d monsters and thse are pretty classic. It would be ok if she wasn't part ent.
She is though and I would make the horns an opportunity for her to stand out.

Now in combination these two opinions would create a head that would need some serious design before creation in 3d. Take a look at washkas Immortal for instance. I would suggest either remove one of two elements or scrap the head and try to design it again in a way that the two elements really fit together.

This is mostly so the solid geometry fire can work. The horns are easier to accomodate in general.
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Old 01-04-2011, 12:52 AM   #66
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Agree, after some google, a decent planes hair would take around 500-800 tris. I don't have experience on poly-limited models so this is a handicap.

The FH2 idea came to my mind when thinking on how hard would it be to go for FH hehehehe

Big volumes with some detailing and map work and I shall get a decent fire hair. Not a perfect one. I'll keep it with fire if it helps improving overall look at the end. If it doesn't (with some sleep lack if needed) I'd go for Plan B. At the end, it was more about hair styles and some tech suggestions!

Thanks a lot, you all really help me point to the right direction!

Btw, I know I'm going with a too loose conceptual design. I know that success possibilities decrease this way too, because of the risk of having to rework a lot of things (plus other inconveniences) but I don't have time neither experience to develope a better workflow for this challenge. What I've got is a good photoshop skill provided by photography background :P I hope it helps me get a decent fire
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Old 01-04-2011, 01:08 AM   #67
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Old 01-04-2011, 04:18 AM   #68
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I'm not sure I'd go with the full on ram horns, but I'd say go with something that's got a good twist to them. The straight horns don't seem to sit right.

Like the fire mane though, definitely run with that.
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Old 01-04-2011, 08:34 AM   #69
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Koyima - I'm learning on the go believe me, I'll submit on last minute. Moreover, this is the easiest part since Im not new at sculpting, but the rest is a black box for me now.

Puckducker - I made a pic of something that inspired me while walking the dog, I'll upload it At the office. It's more ent'ish. I shall explore that a bit more.
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Old 01-04-2011, 01:27 PM   #70
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I'll submit on last minute.
If you want votes on your work dont leave it till last minute as there is a soft deadline but at the bonus off extra time you loose time for people to vote on your work.
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Old 01-04-2011, 03:33 PM   #71
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Great point
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Old 02-04-2011, 01:53 PM   #72
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I took some time to sketch a better concept trying to include everything I've got in mind, at least for major shapes.



I finally had some time to start sculpting again:



The texture is just Rake tool to help visualize the rithms.

I hope you like it!
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Old 02-04-2011, 03:29 PM   #73
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The bark will definitely give you some interesting surface properties to work with, color and texture wise.

Is the bark just going to be on the surface of the skin or are you going to try and blend them into each other?
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Old 02-04-2011, 03:56 PM   #74
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Hi DeadlyFreeze,

Plan A is to try blending them, to do so, I thought of a Bonsai technique called Jin:


It consist on removing some bark, but not all of it. You can see it also in the horns on my illustration.

That way it would be easier to blend it with the skin. I was thinking on painting some chlorophyl veins at some points near the ent parts.

The concept I manage is that the God is perfect and sooo beautiful, almost 100% human alike, but when it's furious all the natura and earth elements start flowing through all the God's body causing the look it has on my illustration.

In harmony and peace with nature, furious, powerfull when annoyed. And the ppl in the future are annoying the earth God quite a lot!
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Old 02-04-2011, 04:00 PM   #75
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I'f got some progress. Breasts need some fixing I fear they are too close one of the other.

Mouth is also giving me some headaches... I'm trying to apply a feline look to her... it's not going as I expected, we will see.

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