deestilo opened this issue on Aug 20, 2001 ยท 8 posts
deestilo posted Mon, 20 August 2001 at 1:52 PM
KateTheShrew posted Mon, 20 August 2001 at 2:11 PM
The biggest problem I see is that the makeup isn't being applied to the right spots on the map. The colors are fine, but you can see that the eyeshadow is on the side of the nose and what is that around the nostrils? Here's what I would do. Make a copy of the mesh template (the part with all the lines on it) and place it on TOP of the layer you're painting on. Adjust the transparency so you can see the layer beneath but still use the grid as a guide. Now, make the painting layer active and use the grid as a guideline for painting your texture's makeup. That's how I do my eyebrow tattoos for my fantasy people. Once everything is done, I just turn off or hide the grid layer. Kate
atthisstage posted Mon, 20 August 2001 at 2:29 PM
You have red eyebrows, to begin with. Darken them to match the hair. The other thing is the eye colour: it's so piercingly blue. I'd shift it into the brown or grey spectrum, or else tone the blue down.
hauksdottir posted Mon, 20 August 2001 at 3:53 PM
With the red under her eyes, she looks like an addict, or something. So while you are pulling the eyeshadow away from her nose, you might tone that down a bit, too. I agree that the eye color is too bright. Some people think piercing eyes are mesmerizing; I think they are fake. (IMHO) When you get to the mouth remove the gloss, and let users add highlights with proper lighting. It is possible that the map and the morph don't quite agree? There is a slight hollow under the nose called the philtrum, and it shapes the upper lip. When you paint the lipstick a bit over the guidelines, it ought to cover the black, and it ought to be slightly bowed on top. Hope this helps. I don't intend to be critical. Carolly
johnnydnh posted Mon, 20 August 2001 at 4:54 PM
Try upping the focal length of the camera to at least 50mm but preferably 70 to 100mm. It will eliminate the grotesque look of her features.
shadowcat posted Mon, 20 August 2001 at 5:02 PM
eyes - there should be detail lines in the iris, if you look closely at an eye you will see more than a blue circle. nostril - you are going to have problems with that when you use a P4 figure, I have yet to see one that turned out ok without postwork. It's better to have the "glowing nostril" than one that goes outside the rim. lips - this is the part that bothered me the most. The upper lip to be specific seems to be oddly morphed, and the corners of the mouth seem to high. For best comparision I like to see textures on the standard figure without morphs applied. All in all though this seems to be going along very well.
Scarab posted Mon, 20 August 2001 at 10:48 PM
If your character has a .bump map applied, I would reduce it to only 20% or so, especially on the lips..... Scarab
aleks posted Tue, 21 August 2001 at 1:24 AM
well, i don't think it's bad, it looks more like some real person then tons of barby clones floating around. as already said, texture is not fitting but that's all. kate the shrew: you don't have to make layer transparent with opacity slider - you can leave your texture layer on the top an make it "overlay" the template...