Nemusidian Character for Short Film

Hi! I’m starting the modeling for the main character in the short film I’m making, Nemusidian in Cruise Ship Catastrophe. She’s a young thief who finds herself in a precarious situation aboard a cruise ship and havoc ensues.

Latest Update:




Original Post:

I’ll put some of the concept art I’ve done at the bottom, but here are the results so far. What do you think?

Here’s the wireframes and some alternate views:

Still to-do on the face are to check the eyes for articulation (make sure they open/close properly) and the inside of the mouth. Let me know if you see any other showstoppers that I should take a look at anatomy or topology wise. Otherwise I’m just trying to put as much character into the model as I can.

Some concept art: More can be found on the social media pages and blog (see bottom of post)





http://24.media.tumblr.com/ed60e195effb9fef44fc9b81ef272a7c/tumblr_msd8ouPpqX1s2eep7o3_500.jpg

I thought I would start a thread here in WIPs to just focus on feedback for the character on her own. I’ll probably do some still images with her too. I’ll start a separate thread when I start animating for the actual movie. But in the meantime if you’re interested in following the production:
Production Blog: http://nemusidian.wordpress.com
Facebook Page: http://facebook.com/nemusidian
Google+ Page: https://plus.google.com/b/108244074634819393988/108244074634819393988/posts

You should really take the chin and scale it up on the x axis with proportional editing. It’s way to small now, unless you aren’t following your concept. Also, smooth out all the sharper edges with the smooth tool. She looks pretty young in the concept, but is far too old in the model.

It was bugging me too. I added some cheek fat, and reworked the jaw area. I think it took a few years off her.



Okay, I thought I’d do an update to see if anyone has some advice on some issues I’m having. I’ve been working on the hair. I’ve got collisions and dynamics working. Here’s an early simple test video (smartphone recording of OpenGL playback): http://instagram.com/p/d9p8kuH31M/

And here’s a couple WIP renders:




A sticky point has been the bandanna around her hair so I’ve been struggling to model that and get the hair to play nice also. I’ve been trying to get a rough block-in, and going back and forth. It’s not the official comb job yet. I have to adjust the emitter mesh to include the ear and reshape the cranium a bit.

She has short, straight, black hair, so the shading side I’m not as worried about. I’m just using a simple diffuse mixed with an anisotropic here. I’m really trying to focus on getting the big shapes and forms (i.e. combing the hair, modeling the bandanna, shape of the skull) right before I go and tinker with the details too much.

I fixed the eyes last week too, but didn’t seem important enough for it’s own update. Also finalized the facial topology for articulation and started modeling the inside of the mouth. I’ll get into that some more though when I start doing facial rigging.

Any advice on how to approach the bandanna situation will be greatly appreciated.