Comments: 51
Asraniel [2008-08-20 15:50:50 +0000 UTC]
Originally when I saw the render and got the 'omg must comment' bug, my first response was '...where's the anatomy reference?' I went and read through the desc a few times before it sunk in. It still bugs me a little bit, but knowing that you were purposely going for a stylistic look helps placate the 'nyar nyar.' The shoulders in the way they shrug up so much with that dip though, especially on the front, it's a little unsettling - style notwithstanding. A little extra depth to the topology around the eyelid and corners of the eye might not hurt, but *shrug* you might prefer not to for your style's sake.
The texturing's well done, and when I looked at the closeups, the skin cried for some applause. It still seems like the nose could use a little more color, however. The lips (I love that makeup style, by the by) seem garishly painted, very much like she just not five seconds past, used very thick glossy paint to color them. Was that what you were going for?
The seam on her shoulder you could have tweaked and painted it into a real seam, albeit a subtle one. What material type did you use on the anthurium?
Overall you've done very well, and your texturing is looking nice. You should pick up 3D again, keep at. It's hard work, but so very worth it. :3 Kudos for the piece.
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Insane-eyeball In reply to Asraniel [2008-08-20 16:36:48 +0000 UTC]
About the topology, as I said in my des, I wasn't going for realism (Realism dooms me, please!!!). I sketched the head in my own style and modeled following it. You can see it in my early process here : [link]
About the shoulder bug, it's another result of rigging. Also as I said in the des, I'm doomed at rigging, and rigging was, among many other reasons, the severest reason why I left 3D. Due to lack of rigging ability, I could never make my characters the way they should have been, regardless their modelled shapes and textures and everything else were considerably good. In this case I did rig her arms by editing the vertice.
I didn't have any special intention about the lip paint. I just simply used the Photoshop hard brush to paint it. And that's what turned out.
At first I really wanted to model the anthuriums with ZBrush for its sculpting ability because the real blooming anthuriums have very subtle and interesting bump patterns. However, I failed to learn ZBrush, so finally I decided to make them with 3ds Max standard materials with very high bump intensity.
Finally, thank you very much for such a careful and constructive comment. I greatly appreciate it .
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Asraniel In reply to Insane-eyeball [2008-08-20 17:34:08 +0000 UTC]
It's cool. ^_^ You were going for your style and it looks like you hit it, so mission accomplished. (I'm sorry, I know I can get imperialist about some things o_o;;; )
It's okay - rigging's a bitch and painting weights definitely doesn't rank up on my favorites list either =_=;. Have you tried finding a rigger or someone looking to get into rigging? At school we team up on side projects all the time so that everyone gets practice, exposure, and networking. I'm sure theres some riggers on dA somewhere. Also, have you tried just straight up modeling in the pose from the get-go? I know it's supposed to be better to model it properly or according to character sheet first, but maybe it could be a solution for you, especially if you're not looking to animate the character.
^_^ The bold lip color does work with the picture, I should say.
You couldn't learn zBrush? C'mon, man, give it another try :3. zBrush can be tetchy, but it's not that evil. Just takes a little getting used to. I'm sure you could get it.
You're welcome, and I'm glad you could stand that monster of a comment. o_o; I know it's a lot to toss at someone. X3 Keep working cool things, man!
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Asraniel In reply to Insane-eyeball [2008-08-21 02:44:35 +0000 UTC]
Not at all. ^_^ Besides, it's only respected because it's so bloody hard.
=_= Yeah, rigging tweaks. You know if you do extra padding groups it helps cut down on some of the transform issues and gimbal lock. No, you shouldn't go completely, but the sad/cool thing about this industry is that all the disciplines play off each other so heavily. So while us modelers might not go for animation, we still have to understand how the rigging goes so that we know the proper edgeloops needed and the right amount of geometry (specially around heavily deformable joints) to have so that it will animate and deform properly. *blinkblink* I wonder if that was what was giving you so much trouble. In any case that's one of the reasons I'm headed for environmental, not character =_=; Too much rigging.
Yeah, the 3D does seem to spur heavy 2D revivals, doesn't it?
Good! That's the spirit! Make all that hard work give something back! :3
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otterling [2008-08-19 06:05:25 +0000 UTC]
Beautiful work all in all. It sat in my inbox for a while from but I knew I wanted to really sit down and look at it when I had the time. The whole thing is interesting to say the least. I know it wasn't really MEANT that way but it looks honestly as if the woman is wearing a mask, like a painted theater mask, and it's an interesting concept to me. The hair is well constructed but those flower petals in the back really catch my attention. VERY nice. The color is just what's needed there to balance out the brightness of her lips.
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aXforamnesty [2008-08-14 01:49:07 +0000 UTC]
truly magnificent!
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Hanoko [2008-08-12 05:46:56 +0000 UTC]
Great work! Nice hairstyle, beautiful eyes, good body. Only her mouth looks odd, I think it is not enough prominent.
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DigiTails [2008-08-12 00:43:48 +0000 UTC]
The textures are amazing. I love the hair and her eyes. The mouth weirds me out.
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qv51 [2008-08-02 17:43:09 +0000 UTC]
I think there's a seam on her shoulder. Can you fix this ? And her skintone looks a bit... ill. However, her emotion is so true. Excited that you're back with 3D characters again.
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Insane-eyeball In reply to qv51 [2008-08-04 04:44:12 +0000 UTC]
That ao dai actually has a bump texture. This version is just too small for you to see it. I can't boost up the bump intensity more as it'll no more look like fabric if I do. I only used 4 lights, including the 3 basic keylight, fill-light, rim light and a small omni at the end of her tear to light it up. The lights were not only to light the character up, but also to create colour variations (just as a 2D pic should have).
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qv51 In reply to Insane-eyeball [2008-08-04 13:46:31 +0000 UTC]
I understand now. Just... Anyway, I'll learn to model characters soon to understand it more clearly.
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Insane-eyeball In reply to qv51 [2008-08-05 02:23:23 +0000 UTC]
Well, I believe a good understanding in traditional and 2D art (and even photography) as well as basic knowledge are really helpful in improving 3D. You see that for the whole year I've just practised 2D and nothing else. But you can see a great change in this 3D pic of mine compared to the old one which were done a year ago.
About lighting the scene, read this, and you'll see why I had to use at least 3 lights :
[link]
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AlexandraKreipl [2008-07-24 09:41:06 +0000 UTC]
Thats neat!
I cannot do 3d even if someone would kill me lol. So I cant give you some valuable critique here.
Just some encouragement that you should dab into that field bit more again!
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GaS125 [2008-07-24 07:35:09 +0000 UTC]
i wish i could do something lk u :googie:
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