Chrono Compendium
Kajar Laboratories - Fan Works and Submissions => Fan Art => Topic started by: Schala Zeal on July 22, 2013, 11:56:28 am
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So I've recently decided to put some new anime head modeling strategies I've learned to the test and I'm just very impressed at how simpler it is to control the topology and how better it looks compared to my past work. Here's roughly 1-2 hours of work done last night
(https://sphotos-a.xx.fbcdn.net/hphotos-ash3/546855_10153074592760556_1625616432_n.jpg)
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Wow this looks amazing! :o
Awesome stuff. I can't do anything modeling wise myself.
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Tonight's update! I had began her hat but the geometry was a disaster so I rewound to this point. Apparently the topology is so spot on, Facebook thinks this is a real face and prompts me to tag it.
(https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-ash4/999362_10153077806945556_1136466766_n.jpg)
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Nice! But you don't need to make your eyebrows and eyelids THAT sharp. XD It has to be subtle, because that's where the textures go!
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I'm sure making the hat won't be easy, but it'll be worth it. Good luck!
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As well, her lips could use a bit more fullness. If you want to still keep her mouth small, you could have the 'smile' be part of her makeup, not her actual face, and have her lips in a bit of a puckered, or maybe pursed, sort of shape.
Either way, i does look like you're going to have something good out of this. I hope it goes well for you.
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Yeah the lips are giving me a hard time
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:wink:
Tip: Try modelling with Subdivision Surface modifier on. This way, you'll not only learn to economize on your actual poly-count, as well as smoothing the model in general and learning where sharpness and curves may be required, but you'll also have the model looking great by the end.
(http://i.imgur.com/L9jUC1T.png)
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I'm putting this on hold for now. I triangulated the lips and it's too much damage to the geometry of the head to undo. In the meantime I decided to try again with Washu from Tenchi Muyo since I have some settei of her already around. I had originally decided to try myself and form the head shape from teenage Bulma settei, but I can't find any of that either!
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Heads and faces are the hardest part to get right. Can you send me the model to look at the wires? But so far is looking good.
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Also I never triangulate anymore, seems to cause more headaches then fixes things.
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Sure, what format? I can do OBJ, DAE.... uhm...
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Any format works on my end.
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Okay. How should I send it?
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Okay. How should I send it?
Using Copy: https://copy.com?r=1SQ9SC (https://copy.com?r=1SQ9SC)
XD That specific link. Then just drop the files in and share it.
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Some goodies
http://p3d.in/uT6Iq (site damaged the eyeballs it looks like)
http://p3d.in/X5pZX
http://p3d.in/9AsLe
http://p3d.in/MgagI
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Kneesocks is solid. Looks great.
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My problem is that without character sheets, I'm not that great modeling characters.
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Alright, last night I successfully completed my first 3D model designed for games. I learned triangles are encouraged for game models, whereas quads are encouraged for high res animation.
(https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-frc3/1074232_10153143684240556_763194618_o.jpg)
(https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-prn2/1167249_10153146291460556_1199292376_o.jpg)
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Just a friendly tip, SZ.
See those vertices along the edges? Try to align them in smooth curves, like this (http://www.secondpicture.com/tutorials/3d/3d_low_polygon_human_head.png), from all perspectives -- front, side and top -- horizontally and vertically.
The reason behind this is that, following these principles, you're likely to get a smoother, better and more accurate representation of the reference image. :)
If it helps, always try drawing the edges on paper with a pen, so you can figure out where to apply it digitally.
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Anime anatomy is obtuse though, and hard to map out.
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Anime anatomy is obtuse though, and hard to map out.
I agree. But you can be imaginative here, and not be bound to the image reference strictly. Appleseed: Ex-Machina is an excellent example of what i mean here, because even those models follow the same principles: smooth vertices and edges. If the lines go haywire in the wireframe, it's gonna result in some crooked models with bumpy surfaces. XD
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I'm wondering if it'd just be more efficient to shape a subdiv-smoothed cube.
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I'm wondering if it'd just be more efficient to shape a subdiv-smoothed cube.
You can, yes! But the principles I mentioned apply there too. That's because the passive vertices in the subdivs depend on the active vertices that you normally manipulate in order to maintain their form.
Hmm, I could try screencasting for you if you like, though I'm not sure if my computer is very good at doing so. Where's your model again where I can download?
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I got stumped when I got to the forehead, unfortunately.
(https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-ash3/578384_10153169724765556_887969567_n.jpg)
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Hmm! Rather than create faces individually, did you try modelling with a subdivided cube (which should, technically, become sufficiently rounded to work with)? That should help you model faster and better, because you already have a good structure to work with.
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I could try again, but when I did it yesterday, it made me cringe a bit.
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I continued with what you saw in the last screencap. Since this is meant to be low poly I used tris to close off loops that would've made it complicated to work with. I tried smoothing the edges as best I could so she wouldn't have any sharp edges. Also: no ngons, tris, or 6+-sided junctions.
(https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-prn2/1275885_10153230304225556_337596236_o.jpg)