@padfoot7726: In 2.49 there was an option in the file menu to compress the file, in the 2.52 version I have, it’s in user preferences, and in my version it’s already checked/enabled. Besides, if the model is finished, I thought they were to be uploaded to blenderswap.com…
@chipmasque: Why can’t the world be filled with attractive 20-something females??? Yer breakin my heart here…:no: hahaha…
Actually any visit to the seamier side of the 'net will show that it is. And look what shape the world’s in anyway…
New model – retired femme merc, maybe the “Queen of Thieves”? I figure if Ishtar has a Mafia, she’d be the godmother. Or sumpthin’ like that :RocknRoll:.
He looks good, Dimetrii, both wise & maybe a bit fanatical, too.
His posture brings up a question, though: Since we’re not rigging the models, should we model to “character posture” or a common pose so the rigging can be fitted to the mesh more consistently? I’m working on an old charwoman who’d be bent much like the priest, but should that be modeled in or posed later using the armature?
EDIT: Also wondering about Materials. It seems that it’d be better to have a consistent approach to materials like Skin, certain kinds of Cloth, Metallics, and the like, since Mats are often very lighting-specific, and there should also be a fair amount of consistency in the way things like weathering is done so it all looks like it’s the same world (untiy of design).
Is there a “repository” for Materials that can be used for the models? Or should they be only basically Mat’d up, with simple RGB-type shaders (easily replaced) rather than a lot of specific but not always matching texture painting and or image textures?
EDIT2: And here is the charwoman, simple Mats only:
I love it. But something is wrong with the eyes it seems. Also it is too much sintel-alike in the face. (Perhaps changing the eyes size (from base of the nose to the top of the head select all and give it small size making a less-anime character and also it will look less like sintel character. Also make the mouth a little larger)
here’s my progress so far, took me longer than I thought
I’ll probably add a few more details tomorrow and then maybe rig it to the mesh.
Unfortunately it looks like I won’t have enough time to texture him, so just a few materials to get the idea and I played with the particle hairs, not really good yet.
Feedback welcome, I’ll try to improve the guy in the time that is left still.
Arms look a mite long, hands a skosh big, head a tad small – all just off by a smidgen to my eyes (dang, can’t think of any more words for “small amount” )
@chipmasque:
Thanks, will check the proportions again
@lich: not sure yet if I get it fully textured by the end of the day, no specific ref, but of course trying to keep the style of the movie. The shirt will probably be some kind of linen and the jacket some leather. I kept the color scheme of the concept art, but could also put in some variation, like the color of he shirt etc. Show what you have and I can see if I can add some variation to mine to not make them look too similar.
Hi,
small update, could be the final version since tomorrow I likely have little time, the size now matches the rig, only difference is the position of the head (my guy has a shorter neck and much shorter legs in relation, which should be ok for a not so tall guy, but rig needs to be adjusted )
If I got time I probably will continue on Monday, hopefully will still be useful even if it’s a day late
Thanks for the crit. Yeah, his face needs, …well, it needs something!
I’ll work on him today and see what happens.
EDIT: Ok, got to work on him today. Got some more help from the guys on blenderdurian and this is what we have at the moment. Ignore all the triangles on the ears, I’m fixing them at the moment.