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Hash, Inc. - Animation:Master

Working on a new Model


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Hi, everybody.

I've not posted much recently, I've been busy with my YouTube stuff for most of the past year, but I've kept tabs on the forums. Hope everyone is doing well.

Anyway, I've been working on a bit of something in my downtime so I thought I'd share the work in progress. Still a lot of work to do.

WIP to post on Forum.png

 

 

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  • 2 weeks later...
  • 3 months later...

The Model is done. Took about 30 hours to render (I assume because I set the hair to be human hair width) Unless I have a very good reason or get a more powerful PC I doubt I'll ever render it again.

Gem 3D.png

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No, nobody I know. It's another Minecraft YouTuber with a lot more of a following than I have. She streams on Twitch.tv and has a fanart showcase at the beginning of her streams. Submitted the pic to see if I can get it on there. Hopefully, a few of her over 1 million followers look up Voxel Tales and find the channel. 

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I did try Muhair at one point but it didn't look to make any difference when I rendered it and it was taking so long to render each pass that I didn't bother to faff with the settings.

To be totally honest, this whole endeavour has probably been a massive waste of time and effort and most certainly won't yield any measurable results. But I will make a note to look into muhair settings and the kajiya-kay shaders for the next time I try doing hair.

Cheers.

 

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  • Hash Fellow

No, I don't think that was a waste of time.

That is a well-crafted face with a lively expression. That's not easy to do. Am i seeing some SSS on the skin?

I presume styling the hair was time-consuming, as hair does not just fall into place like that.

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Definitely not a waste of time. 

I'm not sure how far you want to tweak it, but it has all the makings of something great.  Like Robert suggested, a hair shader might help get it farther along.  Also, I would suggest a slight change in lighting...if you haven't already, try changing your light to Z-buffered shadows (hair reacts better) with a slightly bumped up Map Resolution of around 2048 and use a Rembrandt lighting setup.  Then, you can add a normal map, bump map, displacement map or combinations of the three for the skin texture to add pores, etc.  Some specular in the eyes and a slight specular on the skin (I would recommend using maps for that as some parts of the face tend to be more oily than others) and then a slight SSS on the teeth (you'll have to experiment there but a start would be .45, .40, .35), and skin (1.9, 1.2, 1.0 for the skin) .  I'll add some MuHair settings to try in the attached image.

Hope that helps.

SSS.png

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I think I have SSS turned on. I'm just grateful for someone saying something positive about it. 

I posted it on the discord fan-art submissions thread and the only comments it garnered were "that's cool but the teeth are giving me the creeps" and "That's not horrifying at all" obviously implying that it is in fact horrifying. 

It also seems to have the dubious honour of being the only submission on there to get a frowny face reaction emoji. 

 

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Keep tweaking it, you'll be surprised what small changes can do.  The modeling looks solid...I haven't seen a picture of your subject, but what you have is really good splineage.  Not a big deal, but pushing some CP's around on the inside of the ears could be something to look at.

Just listen to constructive critiques (and throw away anything you don't agree with), saying something is bad or "gives them the creeps" doesn't mean anything...there are a lot of trolls.

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Robert asked me to post a shaded wireframe of the rig in action.

It's not a brilliant rigging attempt, and it required a lot of muscle mode tweaking to get it to where it is. It's not really rigged to be animated so much as to get it into the smile position and render it.

 

 

 

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Cool model!  Didn't see this until just now.  30 hours to render is quite some time, did you use a very high resolution?   I wouldn't put too much stock in the negative comments, everyone is a critic it seems like. 

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