Anim8or Community
Artwork => Finished Works and Works in Progress => Topic started by: Kamagoi on November 29, 2010, 12:58:48 pm
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Here is a character that I made this week. I finally got the hang of using transmaps. There isnt a lot of detail in the texture though.
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I remember you, you're one of my subscribers on my personal youtube account (Saijee Higuchi). I can tell that you put effort into it, but your concept of proportion is lacking.
Now no offense, but in all honesty, I thought that character was a man at first.
Your character's build looks like a domino. Thick from side to side, and solid flatness from front to back. She also has no curves what-so-ever. Her legs should be more spread out. Her arms should be give-or-take a hand longer. From front to back she is way to flattened out, it almost looks like she was put into a compressor and squashed.
You might want to check out Mark Crilley
Next off was that face, Nothing about it really strikes me as feminine. The nose bridge is a perfect Parallel line all the way. The nose could also come out a bit more. The eyes look the same shape throughout, no start or end. The mouth also seems a bit long, Also you seem to lack the side of the jaw bone. Making it appear that the chin makes a perfect "V" shape to the cheek bones.
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Hey saijee!
You were my inspiration to start modeling in anim8or ever since I saw your videos. I looked at the mikecrilley video and it kind of helped. However, I cant draw to save my life and I dont use reference images when I model. Yeah I took another look at my model and it was to skinny from the side views.
The face problem just means I have a long way to go in face modeling. What would you suggest that would help me get the curve of the cheeks? Its kinda hard because I dont use references.
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I hope you don't mind if I try answering.
Reference will be a valuable asset when you model. You don't necessarily need to have front or side view(really recommended though) but you can use an image just to get a sense of the shape and form. If you don't want to get an actual person, you could try observing how other 3D model's shape. If you play a game with a model viewer that would be a nice place to look.
I hope that helps somehow.
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I'm flattered, but this is about you not me. There are a number of things to do to understand anatomy better. The best advice I could give you there would be to pay attention to examples, real life or not, and take good exercises with them when modeling.
When I was learning to make body proportions: I did a series of exercises of low-poly characters (give or take 1000 tris). Characters this low detail are easy to produce, and thus are great for exercise.
I actually learned faces first, since I figured it was the most detailed part. Again I got good at this just from a ton of low-poly exercise.
As Janro has stated, reference images can help a ton. And anything can be a reference image, it doesn't have to be your own sketch, it can be one from another, or even something as simple as an image found on google.
On a side note, to answer your post on youtube: I model like Japanese comics because it is just easier and funner for me then realistic. It's easier because there can be a lot more tolerances for when it looks "right" then when trying to do it realistically. And the way I did the eyes was just using normal bones and weight painting.
Four bones:
Inner eye: used for making blinking look right
Front eye: Can be used to make eyes angle down to make look angry
Top Eye: also used in blinking, can make character look tired.
Outer eye: used to slant eyes, good for making character look sad or surprised.
btw my face figure looks like this
(http://i56.tinypic.com/j0e2s9.jpg)