santicor opened this issue on Oct 25, 2011 ยท 67 posts
santicor posted Tue, 25 October 2011 at 10:30 PM
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santicor posted Tue, 25 October 2011 at 10:34 PM
the texture map really only is complete on face and front of torso ... all of this back side is just a simple skin image tile btw the knee contours are built into the mesh, some other little details are meshed based , too, but her topology is pretty crazy because of it.
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Eric Walters posted Tue, 25 October 2011 at 10:43 PM
Very cool- new figures are always great to see. What are you modeling with?
santicor posted Tue, 25 October 2011 at 11:03 PM
apologies for the bad hair - here's a look at her face
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Eric Walters posted Tue, 25 October 2011 at 11:10 PM
Looking good! Already better than Alyson- in my opinion!
LaurieA posted Wed, 26 October 2011 at 12:11 AM
She sure is gifted in the boobage area...lol.
And yeah..I agree better looking that Alyson. If you had some boob shrinking morphs I'd use her....lol. I may even be so inclined to make some clothinks...:D
Laurie
Pol posted Wed, 26 October 2011 at 1:26 AM
Good job santicor,
She's very nice except the boobs, too big.
bantha posted Wed, 26 October 2011 at 1:30 AM
Looks good, I'd love to see how she bends. Not a weightmapped rig already, I suppose?
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EClark1894 posted Wed, 26 October 2011 at 5:57 AM
I like her, but...
I think her breasts are WAAAAYYYY to big for her default state.
Her back could use a bit more definition, as well as her front. In other words, a collar bone and shoulder blades.
santicor posted Wed, 26 October 2011 at 7:45 AM
NO not weight mapped - I actually am all P7 so far , I have P8, but I think I would need to get P9 to weight map, correct?
the boobs, yeah they are big, but
A. I like big boobs
B. it is better to build base mesh with large boobs and use a shrinker morph than it is to build flat chested girl and have to morph to get bigger. You tend to run out of verts and be able to stay smooth,when you inflate the flat chested girl to a big size.
agree on the collars definition, yeah. On the shoulder blades ,though... Check out T girl. I think i like the amount of shoulder balde poping out on her, and i might just JCM the blades to pop out when she goes into pose like natural stand girl (on our right) But you are right the blades gotta pop.
Also , On T pose girl i have her arm out because I am really unsure about the dimensions of this figures arms, hands. Are the arms too skinny? hows the relative lengths look , realistic?
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EClark1894 posted Wed, 26 October 2011 at 8:25 AM
Actually, it's a little hard to tell since she's standing on her tippy toes in the T-pose.
Oh, and you'd need PP2012 to weightmap her.
SamTherapy posted Wed, 26 October 2011 at 1:57 PM
Quote - She sure is gifted in the boobage area...lol.
Looks very much lika an ex gf in that dept.
Coppula eam se non posit acceptera jocularum.
LaurieA posted Wed, 26 October 2011 at 5:45 PM
Quote - > Quote - She sure is gifted in the boobage area...lol.
Looks very much lika an ex gf in that dept.
Poor girl....lol ;)
Laurie
SamTherapy posted Thu, 27 October 2011 at 12:15 PM
Nah, she was around 6 feet tall and had the physique of a swimmer otherwise. Carried herself very well and was extremely proud of her assets. When we were out, she wore NewRock boots, which made her about a foot taller than me.
Not that I minded, since my face was just about level with her chesticles. :D
Coppula eam se non posit acceptera jocularum.
santicor posted Thu, 27 October 2011 at 1:17 PM
Sam I take it you dont think the figures boobs are "too big", then?
You have to love the sidewinder effect in that rear view above
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SamTherapy posted Thu, 27 October 2011 at 2:00 PM
Nope, they look just fine to me. I don't mind breasts of any size, in truth.
What does get my goat is this idea that smaller breasts are more realistic. There's a lot of guff talked here and elsewhere about it. Maybe it's something peculiar to the USA, because here in the UK, women have larger than the European average and up in the north - where I live - they're statistically larger than the rest of the UK.
I've never been a fan of silicone norks, though.
Coppula eam se non posit acceptera jocularum.
LaurieA posted Thu, 27 October 2011 at 4:59 PM
I guess American women are just not that gifted in the "chesticles" department...lol. I've only known a handfull of women in my experience that have had huge breasts, and one even had them reduced. We won't talk about mine....lol. Not worth mentioning really :P. Suffice it to say that I would prefer much smaller boobs on your Cupcake...lol.
Laurie
santicor posted Thu, 27 October 2011 at 6:01 PM
L, I understand - in fact you spoke of wanting a smaller chest for the clothinks and while in the process of making the model, i was tinkering with some tops that would fit her in her natural large state and the problem is , while i can make a good looking tight fitting clothing that accomodates the chest, yes these would be very distinct clothes that one would be hard pressed to fit to another base figre- and conversely (sp?) you would be hard pressed to fit another figures shirt to cupcake even with a shrink morph applied to cupcake, but cest la vie, lemme whip out and show you a couple o form fit tops that fit her when i can get to them later.
BTW noone mentioned she comes with fairly full booty. By the same argument that some would make about the distinctive nature of the boobs being too intense, would not the booty be a problem ?
The point of the fig- the reason I am working so hard on it ( no pun intended) is i want the base form to be the sexied up form that many many users would otherwise have to morph and morph and morph a "vanilla" plain body to get to. And I figured as long as she is "generically bodacious" this would be a good thing. For those who want it. That is what I am going for- bodacious- but "generically" bodacious
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LaurieA posted Thu, 27 October 2011 at 6:15 PM
Bootie is good...lol. Shake it like J-Lo.
Truth be told, I think that, comparing her out of the box state, your figure is more properly proportioned than V4. Yeah, both of the figures legs are long, but Cupcake has a much shorter hip. V4's hip is...tall...lol.
Laurie
santicor posted Thu, 27 October 2011 at 8:45 PM
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LaurieA posted Thu, 27 October 2011 at 9:01 PM
Lookin' good! Just top-heavy :P. Not bad for a first ;). Not bad at all.
Laurie
santicor posted Wed, 01 February 2012 at 10:13 AM
So how the proportions? boobs OK this time? comments? anything? would love to hear, thanks
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santicor posted Wed, 01 February 2012 at 10:16 AM
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santicor posted Wed, 01 February 2012 at 10:22 AM
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SamTherapy posted Wed, 01 February 2012 at 1:03 PM
Looking good. When do we get our hands on her?
I can't believe I just referred to a CG model by gender. First time for everything, I suppose.
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santicor posted Wed, 01 February 2012 at 1:47 PM
When do we get our hands on her?
LOL ! Touching only allowed above the waist, please.
Oh yes, and, one foot on the floor at all times!
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SamTherapy posted Wed, 01 February 2012 at 2:54 PM
Quote - When do we get our hands on her?
LOL ! Touching only allowed above the waist, please.
Oh yes, and, one foot on the floor at all times!
That still leaves plenty of possibilities. ;)
Coppula eam se non posit acceptera jocularum.
Gareee posted Wed, 01 February 2012 at 7:16 PM
She looks awfully low poly, and there are no real facial edgeloops to work with. That will really limit facial morphing.
How many polys is the figure?
Way too many people take way too many things way too seriously.
Vially posted Wed, 01 February 2012 at 7:19 PM
I have a question on that rear (no pun intended) shot...
Are you going to model a spinal column, or just the indent where it belongs?
Sorry if that sounds rough, but there are what.. 33 vertibrea in the human body?, and while they do tend on the most bart to not be visible... they do come to the foreground between the shoulderblades and especially at the base of the neck...
My $0.02 :)
Quote - comments are so great I have been in my own world on this for too long. All great observations, thanks
NO not weight mapped - I actually am all P7 so far , I have P8, but I think I would need to get P9 to weight map, correct?
the boobs, yeah they are big, but
A. I like big boobs
B. it is better to build base mesh with large boobs and use a shrinker morph than it is to build flat chested girl and have to morph to get bigger. You tend to run out of verts and be able to stay smooth,when you inflate the flat chested girl to a big size.
agree on the collars definition, yeah. On the shoulder blades ,though... Check out T girl. I think i like the amount of shoulder balde poping out on her, and i might just JCM the blades to pop out when she goes into pose like natural stand girl (on our right) But you are right the blades gotta pop.
Also , On T pose girl i have her arm out because I am really unsure about the dimensions of this figures arms, hands. Are the arms too skinny? hows the relative lengths look , realistic?
Vially posted Wed, 01 February 2012 at 7:21 PM
Quote - > Quote - Oh yes, and, one foot on the floor at all times!
I thought that was only true when posting replies in this forum while drunk?!?!?
LaurieA posted Wed, 01 February 2012 at 7:33 PM
Quote - She looks awfully low poly, and there are no real facial edgeloops to work with. That will really limit facial morphing.
How many polys is the figure?
I was thinking she also doesn't have enough at other key areas like the top of the thigh, the elbow, shoulder, etc. Could also use a little better topology, but I'm lousy at that too, so I can't really talk...lol.
Laurie
Vially posted Wed, 01 February 2012 at 7:45 PM
Ladies and gentlemen.. the female spine!
So essentially the shape.. in parts depending on the bend is like // not just /... (sorry V is the only shape I can make.)
santicor posted Wed, 01 February 2012 at 7:46 PM
OK finally some fodder to react to; respond ; whatever
good show
I dont know gareee . tell me what I should be doing in the facial edge lop array to make this better...
vially I am sure you had some good points but might have missed them come again
thanks
your pal
Santicor
Touch my sister again and i'll fuckin kill you. ...... get it ?
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santicor posted Wed, 01 February 2012 at 7:53 PM
oh vially I see now. nope . forget it. gross. not every woman U put in that pose will have that nasty rat tail spinnal column. look at the figfure .... she likes a samwich. yeah no not too into that yucky bony shit
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Vially posted Wed, 01 February 2012 at 8:00 PM
Quote - oh vially I see now. nope . forget it. gross.
Doesn't have to be overtly pronounced.. but maybe just there?
It's one of my major gripes about Vicky... she has no bones, they just are not there. yes hse has muscle morphs, but the muscles attach to... nothing. :)
santicor posted Wed, 01 February 2012 at 8:03 PM
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santicor posted Wed, 01 February 2012 at 8:07 PM
yes awesome --- also i notice my scapula to close together . i fix . i come back later>I'll try toi give more spine i know what U are saying yo arre making me create more polys bastard thank yo
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santicor posted Wed, 01 February 2012 at 8:37 PM
Sorry if that sounds rough,
nope not rough ...... cool concept challenge thank you the figure in zero is not bent forward.
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Gareee posted Wed, 01 February 2012 at 9:24 PM
For instance, the mouth should have many morph possibilities... Wide lips, thin lips, thick lips, and of course enough polys to be able to pull off at least all the mimic phoenetic morphs.
The eyes should have enough polys for the eyelids to open and close smoothly., without geometric edges, and you should have to rely quite as heavily on poser's poly smoothing for the figure to look.
Look at Antonia as well, since she is free (over at RDNA).. look at her polycount, and the polycount of your model.
You don't want to waste polys, but in high bend areas, you need more for proper morphing and bending.
If you wanted to add age morphs for example, are there enough polys to morph cheekbones, bags under the eyes, a wrinled nose, or a wrinkled brow? Or do a body morph so the ribcage is showing slightly? Or add more pronounced collar bones?
I did the Grrrl PLUS morph set for girl.. here are some of the morphs I did for her, as example.
When modelling organics, you need to keep anatomy in mind with your poly flow, be it a human, or an animal. (Muscle groups, skin folds, and bone structures)
I'm not trying to be critical, but what you have would be great for a low poly game model, but not a very versatile poser figure.
Hope this helps!
Way too many people take way too many things way too seriously.
amandagirl15701 posted Thu, 02 February 2012 at 1:11 AM
Attached Link: http://www.phungdinhdung.org/Studies_paper/Realistic_face_modeling.shtm
Here are some examples of good and bad face topology.As Gareee said edgeloops should try to mimic muscle groups, especially in the face. The topology you have now won't allow her face to be very expressive. Even if you aren't considering extended morphs, you still need good edgeflow to give her a decent smile or frown.
santicor posted Thu, 02 February 2012 at 6:59 AM
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santicor posted Thu, 02 February 2012 at 7:03 AM
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santicor posted Thu, 02 February 2012 at 7:03 AM
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santicor posted Thu, 02 February 2012 at 7:08 AM
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santicor posted Thu, 02 February 2012 at 7:13 AM
gareee, primarily, you make face morphs in an external modeling program as opposed to Poser correct...? prob some of both but basically you quite directly work the verticies outside of Poser?
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santicor posted Thu, 02 February 2012 at 4:39 PM
here i have the eye area fixed....... still need to push the creases in the lids... esp in lower lid ....but this will be the eye layout .... and i will now start the mouth corners and that whole mouth area.
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santicor posted Thu, 02 February 2012 at 7:55 PM
OH BTW nobody realized that i wrote BASE model as the text for the screen shot (on thread page 1) that shows a low poly count figure.
The model is meant to be subdivided 1 time ! (as my more recent screen shots show)
subdividing fixes up the tris and generally helps fix a lot of nastiness ....so i wanted to show my work before subdividing. i am proud of my 4 total tri.s before subdividing
Game figure?
I wanted to show you the BASE mesh with that earlier screen shot.
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santicor posted Thu, 02 February 2012 at 9:30 PM
i am running out of gas tonight. I have 5 sets of poles in the face - 2 of the sets i dont care about ( temples and nose crease) the ones on the jaw are probably a problem but I am tired. inluded closeup of the joint of top and bottom lip. mouth should open wide with no probs.
obviously the rebuild screwed the nose bad. also i know the flow might not be perfect yet with these newly laid out polys , but that's easy.
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santicor posted Thu, 02 February 2012 at 9:44 PM
this is the poles in the body - the only ones. The ones i think i should fix are at the outside of waist, and the ones closest to the hip bone protrusion. The deltiod ones? nope... not going ther again. that whole experience was a nightmare. that is staying as is ...unless i fix by bringing 2 edges down the arm to shape the outermost part of the bicep. should prob do that
base mesh 5782 polys
smoothed final model 23210 polys -
many of those dont count i currently have subdivision wackiness going on with the unfinshed fingertips. the ears will bring the count back up though. no inner mouth parts yet either.
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santicor posted Sun, 02 December 2012 at 5:47 PM
fully mapped ( well, i hope.. working on a photo texture now)......
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santicor posted Sun, 02 December 2012 at 5:49 PM
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primorge posted Sun, 02 December 2012 at 7:44 PM
Larger wrists and hands, IMO. The arms look too tapered, which I suppose wouldn't be such an issue in a toonsh figure. Definitely larger hands, though.
Teyon posted Sun, 02 December 2012 at 10:27 PM
Attached Link: https://plus.google.com/photos/114074008528400978659/albums/5283421451604722753?banner=pwa
The face topology isn't going to work well with some expressions and morphs. You're mesh flow goes against the natural flow of the face. You're going to want something that flows better.
Have a look at the topology examples in the link I've included. Take note of how similar the mesh structure is regardless of who modeled it. That structure or something fairly close to it, is what you should aim for.
santicor posted Sun, 02 December 2012 at 11:53 PM
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vilters posted Mon, 03 December 2012 at 5:14 AM
If you know what you are doing , you do not need lots of poly's to morph.
Poser 1, 2, 3, 4, 5, 7,
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Teyon posted Mon, 03 December 2012 at 8:59 AM
Sure. Have a look at the area highlighted. I think you've brought the cheek too close to the mouth, not allowing for the folds and skin movement that happen in various expressions and through age. If you compare that area of your mesh to a face built for animation, you'll see there's a very big difference in the way you're handling that section and my concern is that it will trip you up when it comes time for expressions or if you ever do an old version of her.
Teyon posted Mon, 03 December 2012 at 9:10 AM
Teyon posted Mon, 03 December 2012 at 9:17 AM
Attached Link: http://forums.3dtotal.com/showthread.php?t=64344
This is a good structure to follow. I'm not saying it's the only way, just that it works well and causes less headaches for animating the face.
Not sure if I'm allowed to post this link but screw it, I'd rather help you and risk getting yelled at then let you stumble and not know why (never understood renderosity's fear of other forums).
Have a look at this thread. There's lots of facical topologies there. Lots of examples as to how people handled the face and there's one with photo reference that shows why you'd want to handle it the way I'm talking about.
http://forums.3dtotal.com/showthread.php?t=64344
santicor posted Mon, 03 December 2012 at 9:57 AM
teyon, awesome posts very clear ... this actually won't be a hard fix to do... im doing various fixes today
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Teyon posted Mon, 03 December 2012 at 10:08 AM
Cool, glad to have helped. :)
Miss Nancy posted Mon, 03 December 2012 at 10:01 PM
cupcake mapping looks nice! don't make hands too big.
teyon, those appear to correspond to muscle groups. also could have one down middle of chest, where pecs attach to sternum.
primorge posted Tue, 04 December 2012 at 1:12 AM
Teyon posted Tue, 04 December 2012 at 11:07 AM
It's a good book. I actually own that version but the third edition came out recently. Not sure what's different. I like it more for the rigging concepts more than the modeling but it's useful for either.
Kendra posted Tue, 04 December 2012 at 4:08 PM
Zanzo,
Please check your site mail. It's at the top right hand corner of the page.
...... Kendra
RorrKonn posted Tue, 04 December 2012 at 7:28 PM
Quote - Here is the final model. I have a great rig for this model, built on her recent predecessor, But since i needed a final UV map, I am now back to an ungrouped obj and I am taking some time to work on the UV map and a basic texture map before I rig this final model. Is the bod OK? face OK? comments please. Cant wait to show U some poses, she looks good posed. Couple days from now I hope.
Nice looking mesh.
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edgeverse posted Wed, 05 December 2012 at 11:28 PM
Wheni she coming out?
3D Digital Comics & Art/My homepage
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santicor posted Thu, 06 December 2012 at 7:17 AM
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