Hi there!
I started a new blog some months ago, but its not yet finished, I
ve thinking to post my progresses there and go to Cephis project but really I want to learn lot of rigging.
Hi there!
I started a new blog some months ago, but its not yet finished, I
ve thinking to post my progresses there and go to Cephis project but really I want to learn lot of rigging.
I like the model… Although I’m a little turned off by the nose. She looks like she has quite a slong on her…
Other than that nice job! I wish I could model organics that well…
Model sent. If any problem comes up, contact me.
Good luck to Cephis project.
Not bad. Now you have more versions of the same head. Compare and choose the best.
Ok the truth is:
Real Amoo has a long nose, but she is beautiful, and she knows that. Thus, she needs that nose but we need a more refinated nose in virtual reality…Im struggling with it.. So what? It
s not so bad, nothing is perfect even the 3d but, just you have to give out equilibrium for all you do. You will see…wait some…you will see.
I`m performing shape keys.
My very first steps in shape keys…lack of control over shapes, performance was failed…
…
Hey! I do know that lot of artists have troubles with organics…you know what??? the key is perspective…yes, think about it looooooong time…photos have perspective, your cornea treats other type of perspective…why do I sculpt well?..I have the secret and still have many troubles on it so far, and the question is: why haven`t you?.. later I will deal with an article about this, but it is not so complicated, just common sense…put to work your neurons!
Oww… I had no idea this was based on a real person… I apologize…
Looking at the picture you posted, I can see that your model really captures the look of the subject well.
Truth be told I can barley model any organic, much less capture the beauty of the subject as you have done here.
thanks etoven
Really almost all 3d models are already done which you can use them. The idea of generic model is wrong because whatever model has already some level of generic, you may shatter any model and use it for repair o create other model. This idea reduces our modeling labour to just sculpt (in multires or with sculptris), stitch, cap and retopo
Some radical changes in Amoo
Is necessary some tweaks in mouth where lips bend together. Making a benchmark with some good models like Sintel I realized that is a main feature and it is necessary to make some facial animations to look realistic. It is needed to do surfaces surrounding this region. A good reference can be this.
While I was working with Amoo, I couldnt cease to fix my
attention what was Amoo’s appeareance
Somehow I found Joker and Double Face…ha ha.
If i only would have took sintel topology over Amoo the history would be another issue. It only would take about 4 hours!
Decision was taken, a model production based must be the best reference. Applying Creative Commons I started to retopo Sintel*s topology.
With the idea of a generic model can be all models,
Yeah!, Sintel must be also a generic, and of course the model of mine too!
Pipeline>
Was necessary split views to manage edge loops, vertices.
This retopo action reduces some tasks>
Edgeloop correction
Unwrap
…
…
What parts may be generic?
> model
> unwrap layout
> some settings
> world settings
> SSS…does Sintel has SSS?..Aw, yes she has…SSS Nodes!!! she has whaaaat???
> ID Materials
> …
> …
What parts may not?
> shape keys…let*s do some benchmarks
> diffuse maps…can be useful as basis
> …
Time ago I was so worried because my uv maps didn*t work. Also rigs with 65 bones were a mess for me. The lack of control was my dreadful fear…but this is different…this is a forum, right?
I*ve mastered modeling… but uv, rigging is different. So I hope to do safe baby steps that help me. Sintel is an opportunity to learn…
Posing Amoo to T pose of sintel I go to use sintel topology… First step to learn some settings…
I have my own blog that needs more work to do and other features, but I want post here to benchmark lot of thoughs. I have to say that this work is one of the most difficult things that exist…giving life to computer graphics.
With this radical change Amoo version is actually 11
New appareance of Amoo
I’ve adopted Sintel`s topology permanently for Amoo, i will fix diffuse map later, I have some references for the new diffuse map, perhaps bump & Specular maps need some tweaks too.
Amoo using Sintel diffuse map
Level of detail for bump, diffuse, specular…Scattering can be made with some red tones in diffuse? or perhaps some mid tones in shadows? I`m very bad with SSS.
Sintel has about 600 bones …phew!
Some more images of Amoo. I think nose is finally fixed!
In fact the transition of Sintel transformation to Amoo helped to fix mistakes onto Amoo`s shape
I agree she is looking much better.
I`m not convinced at all new Amoo topology fit out well…really. Perhaps an edgeloop is redundant, and perhaps somewhere an edgeloop lacks…
Also, now I think uv layout isn’t good at all…maybe it is needed more resolution to see details. Go to enlarge some areas where resolution is needed
Anyways. Go to edit again!
Editing Sintel diffuse map…nope!..resolution is not enough…
Oh!, did retopo procedure was useful? you bet, Sintel`s diffuse map was used as a vector as a hint for edgeloop location
And yes, I do want to thank Angela for this wonderfull character.
Yay!, dont make models from scratch....it
s boring lets practice some better like retopo or things more productive.....don
t be fool!
I will edit a bit more Amoo, uv is not important anymore for me, so I will continue studying riggin`stuff.
Ten to one, she is looking better!
Thanks for files
Ok
This is Amoo after being patched with Sintel*s awesome topology
So I had to shade it onto my usual shader to see if it had mistakes
Finally she brings a sword, but she won*t use it. She already has a savior…oh my! those wrists
Adjustments over mouth area accordingly to teeth and skull configuration -all a mess to achieve it-
Render…with %&%* bad quality…i*ll consider to perform accordingly to my state of the art…
Well, i have some more knowledge about face and muscles, so I have a better idea which is an ideal topology…I don*t want change my actual face topology, but for this idea we have in one hand sintel topology that is good for face muscular system mainly in front face and too smoothed faces…and in the other Victoria with some triangles that emulates animation features like wrinkles but perhaps a pole system well planned.
So Victoria 4 is most complete for those matters since is mostly tested and demanded.
Amoo 11 vs Victoria 4