Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

Ian Ross has just released a book on Anim8or. It's perect for a beginner and a good reference for experienced users. It contains detailed chapters on every aspect, with many examples. Get your own copy here: "Anim8or Tutorial Book"

Author Topic: I can tell that there's something wrong with his face, but I can't quite put my  (Read 11656 times)

BladeMan.EXE

  • Jr. Member
  • **
  • Posts: 69
  • Battle Routine, Set!
    • View Profile

 finger on it...

He looks like a puppet somehow.
Logged

captaindrewi

  • Sr. Member
  • ****
  • Posts: 490
  • errm...errr?
    • View Profile

looks like anti alias isn't switched on.. go to view - preferences - tick anti alias box
Logged
!

thecolclough

  • Sr. Member
  • ****
  • Posts: 890
  • 3D Ignoramus 1988-2002, Anim8or User 2002-present.
    • View Profile
    • www.mattghc.com

the facial design looks fine to me, it's pretty much in keeping with the rest of the figure.  the one issue i'd point out (which might be what you were subconsciously picking up in the first place) is that his eyes are slightly diverged; in a normal face the eyes actually tend to point inwards - either a little bit when you're looking at a distant object, or quite noticeably when you're looking at something close.  and they say that the eyes are the most important thing in character design, so even a subtle defect in the eyes will make the whole face look wrong.  so, try converging the eyes a little bit and doing another render; it'll probably make a world of difference!  :)
Logged

BladeMan.EXE

  • Jr. Member
  • **
  • Posts: 69
  • Battle Routine, Set!
    • View Profile

Doesn't really look that different, but at the same time looks a lot better... ;D ???

I also smoothed out the cheekbones.


EDIT: Might still need a few more adjustments... It may looks fine from the front, but when I tried turning it, boom. Derp face. Should be able to fix it, though.


@captaindrewi: What does anti alias do? I tried switching it on, but nothing happened.
« Last Edit: March 23, 2015, 09:52:34 pm by BladeMan.EXE »
Logged

captaindrewi

  • Sr. Member
  • ****
  • Posts: 490
  • errm...errr?
    • View Profile

takes away the jagged edges when you render,but my mistake i mistakenly thought your images were renders.
Logged
!

BladeMan.EXE

  • Jr. Member
  • **
  • Posts: 69
  • Battle Routine, Set!
    • View Profile

Update: I tried redoing the eyes. And head because it looked wrinkled.
« Last Edit: March 25, 2015, 08:19:51 pm by BladeMan.EXE »
Logged

Raxx

  • Administrator
  • Hero Member
  • *****
  • Posts: 1482
    • View Profile

It's looking better. Try giving us some other views and maybe a wireframe.

When translating from 2D to 3D, even when given an extremely accurate modelsheet, you have to take some creative liberties in order to make it look right, rather than following the proportions and measurements to the last millimeter. Especially when dealing with anime styles. So experiment with the proportions of the face, such as making the eyes a little larger, the head a little narrower, make the nose a part of the face itself rather than a separate shape, and maybe even play with the helmet a bit.

Another tip, give subdivision surfaces a shot with the eyes and face. It'll make it a lot smoother and more organic and natural looking, which helps a lot when making humans and other creatures.

Lastly, the materials and lighting. Part of the reason it doesn't look right is because you're going from cel-shaded flat coloring on the anime side to smooth lighting-based coloring on the 3D side. If you want it to look true to its original design, you'll have to eliminate the shading and (later when working in the scene editor) make sure the lighting works for the character. Attached are some materials (the basic trick is to have about 0.5 emissive and about 0.1-0.2 brilliance) that will imitate the two-tone look if you use a single infinite light source and the inverted toon outline trick. Note that you'll have to play around with the materials a bit and the rendering times will increase tremendously if you want to use shadows with the toon outline. Also, the toon outline trick will make it harder to animate things, but may be worth the effort.

On a side note, modern-day 3D anime adaptations don't usually do cel-shading or toon outline anymore. A lot of times it's hand-painted textures with very light soft shading. You can google 3D anime and see a lot of examples to pick out, a lot of them can be imitated in Anim8or with a little effort. This is where that creative liberty, to do what makes it look right rather than exactly how the 2D version looks like, comes in as well.
Logged

BladeMan.EXE

  • Jr. Member
  • **
  • Posts: 69
  • Battle Routine, Set!
    • View Profile

If I somehow don't have it yet, I'm really close.

I cel shaded it, angled the helmet down, moved the eyes again and got the shape of the chin right.
Logged

ianross

  • Sr. Member
  • ****
  • Posts: 251
  • Imagination is the elixir of life.
    • View Profile
    • https://www.tradebit.com/filedetail.php/164976574-part-1-anim8or-tutor-course

Well done !!  Blademan.exe, if this is your first piece of work ? wow! can't wait to see some more of your anim8or creations.
« Last Edit: March 29, 2015, 11:49:54 am by ianross »
Logged

davdud101

  • Hero Member
  • *****
  • Posts: 1067
  • Couldn't ever use Blender or Maya. Anim8or's good.
    • View Profile

He's looking good, Blademan! You've done a particularly good job on the eyes. Good stuff!
Logged
?

cooldude234

  • Sr. Member
  • ****
  • Posts: 902
  • You know what I realized, I dont have an avatar :\
    • View Profile

The tops of the iris's of the eyes don't go to the top of the eye's themselves so it gives the illusion that the character is surprised.
Look at a picture of someone relaxed, their iris's overlap with the top eyelid.
Logged
¼