sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

Zaryin

Craftsman/Mentor
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Everything posted by Zaryin

  1. Hi Keith, the hands have been shrunken down considerably since I fist made them. I think they look fairly good now. The chest area probably does have too many patches. I will be honest and say I have not modeled a lot of female characters, so it probably has something to do with that . She will also be wearing combat boots by the time I finish her shoes. Thanks for the comments and questions everyone. Hopefully my back will be better soon.
  2. Thanks a lot for the comment, Mark. Well, I threw out my back pretty bad a few months ago and been having trouble doing just about anything. I am hoping to get back to this project soon though. Thanks again for reading.
  3. Dang, that guy just punched a baby in the face! I really like the look you have going for this.
  4. Thanks a lot, John. I should also add that I removed the reflection from the hair in the last image. I think it looks a lot better without it.
  5. Thanks a lot for the comment, Steve! I appreciate it. Here's where I am on the costume right now. I have removed all my seams that I had in the uniform with splines. It is just too difficult to add them in with splines, so I am hoping I can re-add them with normal maps. This will be the last picture I post until I have the costume totally done. Thanks for looking.
  6. Ok, so the top is done and I started on the legs. I am going a little different from the regular costume, but not by too much. I also fixed the mouth. It was looking a little too much like a pair of wax lips instead of an actual mouth. Thanks for looking.
  7. I don't know when it happened, but I had my spec light turned off from frames 0-9. Here's an updated pic from the last angle to show the model with spec on. Sorry for posting all the pics, haha.
  8. This is looking great. I think there is something about the "trough" of the third swing that seems off to me. I can't really put my finger on it.
  9. Ok, I worked a little more on the hair. I think I got it where I want for now. I will probably have to go back and tweak it a little, however. I also darkened the irises a little. Thanks for looking.
  10. Ok, here's some hair. I will probably keep tweaking it, but for now it's done. It is super hard to get long hair right *sigh*. I will now start on the legs for the uniform. Thanks for looking.
  11. Just to show I'm working on the hair. Maybe she should keep her hair like this .
  12. This is beautiful. I love the look of the barber pole. Something about the glass around the ribbon, I likey.
  13. Just a quick update for anyone who would like to know. I have toned down the red in her skin a lot. I was going for that "healthy glow" look, but instead she looked a little sunburned. So next still update will have a her skin less burned .
  14. Here is the finished skin texture. I decided I wanted to go fairly simple here. I used a variation of Jim Talbot's method to make the base skin color. I am only using a bump on the eyebrows. Some very basic spec and reflection maps as well. I might have gotten a little more complicated, but I just can't get my decal to show up right in A:M. It just comes out to pixelated to get a really good idea of what I'm placing until I render it. I used to know a trick to get it to show perfectly in real time, but I forgot how to do it *sigh*. Like I said though, I just wanted something fairly simple and clean for the skin.
  15. Well It took me awhile. I posted that at 7:48pm my time. I think I started at about 2:30pm and did it off and on while I watched Netflix, haha. So I don't have an actual time. I don't know what you mean "manually", but if you are wondering if I used any plug-ins, I didn't. It's been awhile since I did this so I think I would have done it quicker if I was in my prime again. Thanks for the question . EDIT: I should add that with all the decal groups I had to make, it probably adds and additional 2 hours to the time. That took me awhile to figure out where I wanted some of those groups.
  16. Just to show I'm still working on this, here's a render of my character with my decal template in place. This is a 4-pass render. I left SSS on just because . It's not perfect, but I believe it's good enough. I am also posting a smaller version of the template just in case others would find that useful. Thanks for looking.
  17. Zaryin

    Give it up!

    For some reason my last post never got put up, hmmm. But these are fantastic. I love the look of this.
  18. Thanks for the comments, guys . I decided to take the advice of Mark and others and make some changes to make her more "normally" proportioned. Here's my list of changes: - "lightened" the collar bones - fixed the knee areas - shortened and resized the forearms and hands. Now I have to start working on making my groups for decaling the entire body. I don't think I'll be putting that much detail into it. Just adding the "flesh colors", maybe some color for muscle definition, maybe some veins. That sort of thing.
  19. I think I have the final work done on my base model. I might have to work a little on the knees though, they seem a little too big to me. I also haven't placed the teeth, tongue and gums in yet. I decided to make a full model, including feet, in case I decide I would like to use this model as a base for others. I think I cleaned up the splines fairly well, but I will be adding far more splines when I make the uniform/outfit. I will be going for the bikini top/leggings/combat boot look, at least for this image. EDIT: I now think I will make the arms a regular length. They are starting to look a little long to me.
  20. Thanks John . I've already done some editing on the splines and I'm starting on the legs and feet this weekend. I was going back and forth if I wanted to do the legs and feet because they will be covered, but I figured I better.
  21. Thanks for the comment, Dave. I haven't done any editing of my splinage yet, but you are definitely right. I am also planning on making a "nude" version of the model. So I will have actual feet, and I still have to add detail to the legs. Then I will have to decal the whole body before I even move onto a uniform or outfit.
  22. Thanks a lot for the comments everyone! Here's a wireframe from the same positions. Please excuse any bad splinage, it's been awhile since I modeled anything. So my friend is harping on what he calls "the freakishly long forearms and hands". I thought it was a good look. I thought it would look better in for the final pose. Do you think I should make them more "normal" sized, or keep them the same?
  23. All the awesome contest entries got that itch going again. I thought I would do something a little different for me, a superhero that wasn't Spider-man -- and make her female . x-23 is the female clone of Wolverine, for those who don't know. I have basically forgot how to do everything, so it should be fun. I already have so many topics where I show me modeling from the very beginning, this one I already am up to having most of the body done. I started with a ref I drew on my iPad (1). I wanted to go more cartoony/real with this one. I thought my reference turned out fairly well so I tried to match it as well a possible. For the actual model I just have color blocking and SSS on her, no decals yet. The color blocking is just to see what the outfit might look like and to get people who don't understand to quit coming in and saying, "Why is she naked?" I haven't decided if I will go with a basic set of claws or make them a little fancier. Thanks for looking.
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