it is sort of difficult to make a 3D model of a female character that can’t be construed as sexual, in any way unless you stick with Mrs. Pacman … or you’re gonna make a model of a really obese or malnourished woman, 3D models of healthy women will always get that response from guys even when clothed
also, haven’t added nipples yet, but maybe it looks that way I’m not sure how to do that, yet, I mean with it looking good in terms of lighting, shadows etc minor details will always come later, in my work chart
right now working on the hair, but it’s difficult because I don’t know exactly where it ‘begins’… I will try and rotoscope it, from a model… I have used Bruna Tenorio for the face geometry
this is what it looks like now, added more detail to the face and made the boobs slightly bigger, it is getting a bit racy I see your point but it is sort of a necessary step in first creating the model, then adding clothes… dunno how to discuss the proces without these things. these are necessary stepping stones in creating a realistic model-
Nice start, dood. Do you plan on taking this to zbrush/mudbox?
I also think it’s a good idea keep at a very low poly count right now. It will make it easier to plan your topology and keep a faster work flow. Pushing and pulling hundreds of vertices at a blocking stage will rip away at your time… I’ve been there.:tdown:
Thank you, the idea is to export it to a half-life scene, the famous shower scene from her apartment, where she showers and then Vega creeps in, the idea is to have one still post of the model in the shower, with fog etc like the scene from the anime, one of her setting her hair on the bed and one of her fighting Vega, with a bit of damage, so one can walk around all three of them and look, like a good (hopefully great…) tribute to that fight scene
I’m going for a mix between the anime look of the movie and realism a part-way point that still has that cartoony feeling, in some sort of `good´ way, I wonder how I’m gonna do that exactly but that is a direction I want to go with it
I wasn’t necessarily calling it porn, I was just asking if the skinless model would be considered porn, because frankly far worse stuff that I had the misfortune to see have been called porn.
now your opinion is just that, one among many such, so I’m fine with what you’re saying, but if you think seeing this is a ‘misfortune’ to you, why come back in here at all? it makes it look like you haven’t got a life and are just hanging out to aggravate people, say you don’t like (maybe even what you don’t like), and be on your way
You don’t like that it is still not clothed. That’s fair. But I don’t know how to go about making people in 3D that are immediately clothed. Because I need something real with a lot of detail to start with, to get all the proportions right, from every angle, it has to look good no matter how you turn it, and the few really great fan art images there are does not give enough info, and the cartoon character is too simple for me to get what I need to build a consistent 3D model, they are just too dicey to begin ‘from’ at least that’s what I think.
Anyway, rather than talk about things that don’t matter to me or most people reading here, why not give your take on the model, and be on your way if you really think it’s not good…
I think the next step is maybe working on the hair that would be nice and help in making the model better, the more geometrical and visual references there to ‘work from’ the easier and more natural it is to get it right, or so it seems, for me x)
If you plan on taking that to a sculpting program afterwards to generate a normal map, I suggest you only work with 4-sided polygons and keep them as evenly square as possible. I personally would work on the arms, hands and feet next. Keep it up.
Zebster isn’t hating on your work at all. I think you’re misunderstanding his post.
What does that even mean lol? A ‘normal’ has something to do with something being at a right angle to a surface, right? Anyway, I did a bit more work, to the head, I’m trying to add a hair cut, but I’m kinda stuck, somehow I’ve drifted from the original vision, in my mind, and I don’t know where I’m going now, that’s the hardest part imo, keeping the integrity of ones vision all the while doing small changes that one doesn’t know will get one there, or not… it’s really… hopeless lol
Uhm what do you think? Also why would you work on the arms, hands and feet, now? I’m thinking developing the overall shape it’s better to first do the center. would it aid in developing the character you think? :karate:
Yeah basically. A normal map stores information about how far outwards or inwards surface detail is pushed at that 90 degree angle. Unless you have weeks of free time to move thousands of vertices, I am certain you won’t be able to create anything realistic without taking your mesh into a program like Zbrush to continue sculpting. After you are done sculpting in zbrush you can generate a normal map which stores all your hi-def sculpted information, that can then be exported back into XSI.
You are taking a high-detail sculpt (with millions of polygons) and applying that information onto a lower-detail sculpt (like your model in XSI). It saves a RIDICULOUS amount of time and prevents slow-down/crashing of XSI. Spend some time reading up on normal maps/displacement maps and zbrush/mudbox. It will change the way you approach modeling.
I work on the entire body as a whole first because I try to make sure the foundation for my model is as solid as possible. This includes finding body proportions and planning my topology. Right now you have a lot of unnecessary geometry at this rough stage. It’s evident that you have committed to and put a lot of time into certain sections. You are going to have a very hard time letting go of what you already have. Fixing the proportions of a box with 4 vertices(X,Y,Z, takes maybe 30 secs?) is easier than fixing a box that has 64 vertices(30mins?).