Hash Fellow robcat2075 Posted April 5, 2014 Hash Fellow Posted April 5, 2014 I've got mine started! This will probably not be recognizable until it's all done and I say what it's supposed to be. Quote
detbear Posted April 7, 2014 Posted April 7, 2014 For now, we'll just refer to it as...... "THE NOUTH". A Nose and a Mouth. Just kidding... Looks like a good start on a character. Quote
Hash Fellow robcat2075 Posted April 17, 2014 Author Hash Fellow Posted April 17, 2014 The eyelid/eyebrow structure always baffled me for a long time and I'm still pondering the best strategy for it. Quote
Hash Fellow robcat2075 Posted April 22, 2014 Author Hash Fellow Posted April 22, 2014 I've definitely fallen behind my schedule... Quote
Hash Fellow robcat2075 Posted April 22, 2014 Author Hash Fellow Posted April 22, 2014 i enjoy making ears. i can't imagine making one without spline modeling but I guess people do somehow. Quote
Hash Fellow robcat2075 Posted April 22, 2014 Author Hash Fellow Posted April 22, 2014 I've spent more time resplining this ear than it merits but it's like chasing a blob of mercury. I think I can eliminate a 5-pointer by rerouting a spline and then i find I've got a new 5-pointer problem somewhere else. here's a cross-eye 3D Quote
NancyGormezano Posted April 22, 2014 Posted April 22, 2014 here's a cross-eye 3D Yikes I see 3 ears! never converges to 1 - that's VERY disturbing to an old person. Terrific modeling! You might check out Malo's method of modeling, for the future, where you never have to worry about figuring out how to join parts together, nor problems with 5 pointers. It's a bit unsettling to change over to this technique, as things tend to look messy in the initial laying down of minimal splines, and one wonders how on earth it will ever look like it should. Quote
Hash Fellow robcat2075 Posted April 27, 2014 Author Hash Fellow Posted April 27, 2014 Now crisscrossing the cheek... Quote
Hash Fellow robcat2075 Posted April 27, 2014 Author Hash Fellow Posted April 27, 2014 here's a cross-eye 3D Yikes I see 3 ears! never converges to 1 - That's how it will look, there's one 3D image in the center with an image flanking it on each side. that's VERY disturbing to an old person. Shoulda started at 11 like me. You might check out Malo's method of modeling, for the future, where you never have to worry about figuring out how to join parts together, nor problems with 5 pointers. It's interesting but it seems a bit too generic when there are specific features I want to shape. Quote
Hash Fellow robcat2075 Posted April 27, 2014 Author Hash Fellow Posted April 27, 2014 Now with 100% more cranium. Quote
Hash Fellow robcat2075 Posted April 28, 2014 Author Hash Fellow Posted April 28, 2014 Still not caught up... Quote
Hash Fellow robcat2075 Posted April 29, 2014 Author Hash Fellow Posted April 29, 2014 CFA'd I'm afraid this isn't turning out to be as much of a likeness as I aimed for, but still need to do the hair. I've been following some rotoscopes but, of course, photographs are never perfectly oriented for that and judging the shape of the skull under his big hair is just guesswork. Quote
Xtaz Posted April 29, 2014 Posted April 29, 2014 Nice model Robert... but I noticed that proportion of the forehead is short compared to the rest of the head ( this is a common mistake ) The eye position divides the head in the middle. I would model with this proportion: Quote
Hash Fellow robcat2075 Posted April 29, 2014 Author Hash Fellow Posted April 29, 2014 Yes, it does look a bit small. I think part of it is that I modeled the head tilted slightly back. When i tilt the model forward so the face is more perpendicular to the camera it's closer to the 50/50 rule. And i also think that in the rotoscope I'm following he's got his jaw lowered. I think you have to have jaw closed all the way for 50/50 to work on a bald head. Quote
Hash Fellow robcat2075 Posted April 30, 2014 Author Hash Fellow Posted April 30, 2014 Face flattenin'... Quote
Darthlister Posted April 30, 2014 Posted April 30, 2014 The eyelid/eyebrow structure always baffled me for a long time and I'm still pondering the best strategy for it. Ha! That's the reason I'm still on armored Spaceknights--to avoid tackling the more realistic human form Oh, well--gotta start sometime, I guess. Rich Quote
Hash Fellow robcat2075 Posted April 30, 2014 Author Hash Fellow Posted April 30, 2014 Really wish I had started on this sooner. Starting to style hair... Quote
Hash Fellow robcat2075 Posted May 1, 2014 Author Hash Fellow Posted May 1, 2014 Well, i had to scale back a number of grand plans but i did get something in. Quote
Hash Fellow robcat2075 Posted May 3, 2014 Author Hash Fellow Posted May 3, 2014 Back to work. Hmmm...I thought I could reuse my hair material from my Al Capone model and change the color but no matter what the color is set to it renders as black. Quote
NancyGormezano Posted May 3, 2014 Posted May 3, 2014 Back to work. Hmmm...I thought I could reuse my hair material from my Al Capone model and change the color but no matter what the color is set to it renders as black. If you haven't figured out by now: What version A:M (not all versions act the same) and what are your hair material settings, and group surface settings? Screen rendering does not always look the same as final render for hair, but sometimes it does. It depends on hair material properties. Voodoo. upload sample model & hair material and I can take a look. Quote
Hash Fellow robcat2075 Posted May 3, 2014 Author Hash Fellow Posted May 3, 2014 Here it is extracted from the model. This scalp has a density map so it will only make hair to the left of an imaginary "part". If you have time to look at it that would be great, Nancy. As far as I can see the hair surface color is set to white but it renders as black even in render to file. HairTest.zip Quote
NancyGormezano Posted May 4, 2014 Posted May 4, 2014 You have the brightness set to 0%. Yeah. What he said. Quote
Hash Fellow robcat2075 Posted May 4, 2014 Author Hash Fellow Posted May 4, 2014 Ah-Ha! Thank you Mark and Nancy! Quote
Hash Fellow robcat2075 Posted May 4, 2014 Author Hash Fellow Posted May 4, 2014 What is the intended purpose of brightness? It seems to be somewhat different than ambient intensity on a regular surface. Quote
NancyGormezano Posted May 5, 2014 Posted May 5, 2014 (edited) What is the intended purpose of brightness? It seems to be somewhat different than ambient intensity on a regular surface. I believe brightness is a legacy feature perhaps? perhaps related to using the BOW feature - which I am just now noticing is gone??? in 18a 64, but was there in 16b32 -UGH - I use that. Brightness has been there since the dawn of time, when hair emitters could not have their own surface properties, and when hair automatically and only took on the properties of the group surface to which they lived. It was available in pre-muhair days and perhaps it was a way to make things look shiny or dull independant of the group surface properties? I always leave it at 100% and let the surface properties of the emitter (and as well as the decal drivers) determine what the hair should look like. Muhair is a whole other ball of waxy fur with brightness issues. EDIT: I take it back: Bow is still there when I start a new hair material in 18a64 (not sure about 17g, etc), it is not showing up in the hair material (emitter properties) when I bring in old projects created in 16b32 (or earlier?). Edited May 6, 2014 by NancyGormezano Quote
mtpeak2 Posted May 5, 2014 Posted May 5, 2014 If you use muhair or kajiya-kay shader, you lose bow and face camera. Quote
NancyGormezano Posted May 6, 2014 Posted May 6, 2014 If you use muhair or kajiya-kay shader, you lose bow and face camera. The hair I am trying to import from a 16b project is not muhair or kajiya. The properties look different in the property panel in vers 16b/32 (bow shows =75%) versus 18a/64 (bow isn't available). But I believe the hair looks the same when rendered. I am working on resolving some other file linking issues from going to new computer, so when I am sure that the problem isn't because of the linking, I'll post example, and probably amreport. Quote
Hash Fellow robcat2075 Posted May 6, 2014 Author Hash Fellow Posted May 6, 2014 Kajia-Kay... I'm not sure I even knew that was there before or that it was a hair shader. Search only has one thread where it's mentioned... the green monkey in TWO Quote
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