View Full Version : ¤ Nyana ¤
::Magik::
04-12-2003, 11:43 AM
Hello everyone,
Been a while when " The Big Disaster " strucked me
( thread: Magiks tribute to the forum).
But now a few weeks of hardcore modeling rebuilding the
original mesh. I've been tweaking a littlebit so she looks
different in many ways.
Next update I hope to achieve more "realism" in texturing
as in lighting and the next level animating!
hope ya like it,
see ya,
::Magik::
Epita
04-12-2003, 11:49 AM
looks great. but the right side of the hair (as u look at it) is black, and looks like its just placed there. problem with the lighting i guess. Also the bottom of the face dosnt reflect what the top of the face is dooing. it should be pulled up some what.
What a tight dress!
Epita
::Magik::
04-12-2003, 12:55 PM
Hi,
thnx
-- but the right side of the hair (as u look at it) is black, and looks
like its just placed there. problem with the lighting i guess.
yeah that's right a lighting problem...
-- Also the bottom of the face dosnt reflect what the top of the
face is dooing. it should be pulled up some what.
The wha? plz xplain...I don't see...show me the light ;)
gr,
::Magik::
Epita
04-12-2003, 01:25 PM
i mean, if you look up and rais your eyebrows, you should feel the bottom of your face being pulled up a bit. also the nose should bend up a bit. this might be because i have a very (very) skiny face so everything is overexadgurated (whoops)
hope this helps
Epita
::Magik::
04-12-2003, 01:26 PM
A new render using 3 lights,
Also rendert from both sides to give a good visual
how see looks like..
Till next update or responce,
cheers,
::Magik::
hrgiger
04-12-2003, 06:18 PM
The hair looks pretty good I think.
I think the clavicles jut too far out and make what looks like a ledge. The neck appears to be a bit thin and looks a bit boxy in shape. The biggest thing I notice is the shoulders don't look right. Speaking anatomically, the shoulder girdle hangs the humerus bone out away from the body so that the trunk doesn't impede rotation of the arm. I think you need to bring the crease between the arm and the chest inwards so that the arm appears to hang from the torso more. Right now it appears that the arm is sprouting from the torso instead of hanging from the shoulder girdle like it actually does. The eyebrows look fine from the front view but when you see them from the side, they don't seem to follow the curvature of the eye orbit. They should come back a little further at the sides. Wrists look a little thin. This is just an opinion but I think the nipple bumps are a bit overdone. Unless she's standing in a freezer.
Also, I"m sure you're not done as far as rigging her but it looks like your weighting could use some tweaking to make a better bend at the elbow.
Don't mean to sound so critical, just trying to be helpful.
starbase1
04-12-2003, 07:50 PM
The general shape looks very good to me. Also the way the dress fits to the body is excellent, and the cloth texture is very good indeed, (it's something that always gives me grief).
Not sure why, but the side on shots look more beleivable to my eye.
It's probably personal preference, but I really dislike the hair colour - I'm not saying it's unreasonable, but I think it's a mistake.
The most important thing, I'd suggest, is to get the skin texture right though. It's beyond my ability to advise from experience, but maybe look at the latest free update for a sub surface scattering shader? Or perhaps add the odd skin blemish, or wrinkle?
Nick
Capel
04-12-2003, 10:04 PM
lookin pretty ok. One thing i noticed, (nothing to do with modeling), but the bend in her arm on the far right of the second pic is really bad. Are you using weight maps? If so, you should probably tweak them. But good work otherwise! :D
::Magik::
04-13-2003, 05:24 AM
Thnx guys for mentioned some things
that have to change!
The big deal is that I must buy some decent anatomic reference
books of human body's.
I already made weightmaps but the freakin things not working
properly ;( so I disabled them for now.
And then a question appeard ... how do you mirror your weight
maps?
many thnx,
::Magik::
hrgiger
04-13-2003, 07:56 PM
Well, there's a plug-in on flay that will let you mirror your weight maps, but usually I do it the grunt way. The plug-in is in Japanese and I couldn't get it to work when I used it. I make weight maps on half the body, and then mirror it. This makes weight maps on both sides of the body, they just have the same name. For instance, now you have a right hand map but it's on both sides of the body. I just select the weight map, copy it, and then rename the copied map, left hand. Then you just have to remove the appropriate points from each weight map.
::Magik::
04-14-2003, 03:44 AM
-- I make weight maps on half the body, and then mirror it.
I've done this part on half of the body but how do you mirror the weightmaps do you just mirror half of the mesh?
-- I just select the weight map, copy it, and then rename the
copied map, left hand. Then you just have to remove the
appropriate points from each weight map.
could you plz tell me step by step how to do?
I might be missing some "steps" do do it properly.
What i have done with my mesh till now for the weight map test:
I've selected the whole left arm I painted the weight map at a 100% value.
In layout i assigned the upper arm bone to this weightmap.
In my point of view the whole arm should move when the Upperarm bone modifies in h p b or x y z?
under the bone options I selected use weightmaps only then he start troubling ot does not work properly the arm makes a weird blend and it realy sux.
Do people know good tutorials about lightwave weightmapping for bones?
many thnx,
::Magik::
cl1ff
04-14-2003, 07:20 PM
You need to confine your weight map for the upper arm bone to the upper arm of the mesh. Since the bones for the rest of the arm are children of the upper arm, the movement of the upper arm bone will effect the rest of the arm through them. Confining the weight map to the upper arm will not change that, but it will keep the upper arm bone from interfering with the fore arms influence when bending and vise versa.
hrgiger
04-14-2003, 08:48 PM
Ok, majik, here it is step by step:
First you have your half mesh. Just pretend that this simple object is an arm sticking out to the side from the chest. The weight map of the right hand is showing in red:
Simple object
Ok, now mirror it. You'll end up with this. Now you have the right hand weight map on both hands. Now you just need to seperate them:
2 sided map
To do this, copy the map using copymap under the maps tab. When the prompt comes up, name the new map left hand. You will now end up with two weight maps that are identical:
copymap
Now, you'll notice at the bottom that left hand weight map is selected. But you'll notice that the right hand is also weighted and you don't want that. Just select all the points (or polys, it doesn't matter), hit setmapvalue which is just above copy map in the maps tab. Enter 0% and this will remove the right hand from the left hand map:
Lefthandmap
You'll end up with this:
Result
NOw just do the same for the right hand map. Select the right hand map, select the points around the left hand and 0 out the values. You will now have your weight maps mirroed across the body.
Again, like I said, it's the grunt version but it works. It's definately quicker then trying to build all the weight maps. Once you get into the groove of renaming your copied weight maps, it goes by pretty quick. Hope that's helpful to you Majik.
hrgiger
04-14-2003, 08:54 PM
Oops, that didn't work. I thought it was going to ask me for the images. Do i have to type the pathname for them or what?
Anyway, here are the images in order as I would have posted them above:
hrgiger
04-14-2003, 08:58 PM
Small correction. You'll notice above I said, select all points. I just meant to select all the points around the area you don't want affected by that weightmap. In the pic above, you'll notice I selected the points around the right hand (and I always go over a little to make sure I got all the influence) to remove them from the left handed weight map.
::Magik::
04-15-2003, 11:51 AM
Well thats a good explanation how things work ;)
thank U!
greetz,
::Magik::
hrgiger
04-15-2003, 01:06 PM
No problem. Let me know if you run into any problems.
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