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File: 1411436245175.jpg (72.01 KB, 446x655, 446:655, 1282024314607.jpg)

 No.20

Wireframes and Topology

 No.21

File: 1411436388362.jpg (165.73 KB, 730x1095, 2:3, 1404958150531.jpg)


 No.22

File: 1411436418849.jpg (219.59 KB, 800x700, 8:7, 1400985500865.jpg)


 No.23

File: 1411436451911.png (173.86 KB, 649x245, 649:245, topology_overview_collecti….png)


 No.24

File: 1411436486840.jpg (152.11 KB, 1000x554, 500:277, Emma_Frost_WIP_21_by_Hyper….jpg)


 No.25

File: 1411436522927.png (203.12 KB, 500x302, 250:151, hand_spec.png)


 No.26

File: 1411436593419.png (30.99 KB, 400x300, 4:3, 1351660720607.png)


 No.27

File: 1411436621370.jpg (223.81 KB, 900x861, 300:287, earth_master_toph_wires_by….jpg)


 No.28

File: 1411436637755.jpg (159.77 KB, 896x800, 28:25, 1376335007227.jpg)


 No.29

File: 1411436678633.jpg (304.94 KB, 1026x751, 1026:751, 1378392581733.jpg)


 No.30

File: 1411436702914.jpg (252.36 KB, 1057x834, 1057:834, 1343539323559.jpg)


 No.32

File: 1411436778978.jpg (196.17 KB, 1607x873, 1607:873, 1326231630278.jpg)


 No.33

File: 1411436900539-0.gif (87.58 KB, 461x424, 461:424, 1282251885974.gif)

File: 1411436900539-1.gif (169.78 KB, 538x528, 269:264, pelvis.gif)

File: 1411436900539-2.gif (264.19 KB, 489x484, 489:484, 1279899470458.gif)

File: 1411436900539-3.gif (30.34 KB, 488x326, 244:163, 1279918755685.gif)


 No.64

Does anyone know how to make eyelashes for a model that work with blinking and other facial animations?

 No.74


 No.75

>>74
Have tried that many times with no luck, but thanks for the suggestion. Making them from geometry is not really hard, but having them follow eyelid blinking is where I am stuck.

 No.105

>>64
Eyelids/lashes need two bones, at least, not connected to the eye bone. One for top and one for bottom.

The eye-lashes should be sprites, on a single double-sided surface that has a slight curve. (five surfaces for realism, as lashes protrude at different angles.)

Weigh them with the exact same weighting along the length, to match the weighting of the eye-lid edge they touch. You don't want them to "bend", they move solidly because they are short and semi-rigid hairs.

Don't forget that looking up with your eye, also cases your top and bottom eye-lids to raise. What looks fake is when eyeballs move but the eye-lids do not follow the eye motion. Which causes everyone to leave eye-lids open wider than normal, making everyone look "shocked". That, or they never open the eyelids more, causing the eye to roll un-naturally up into the eyelid, blocking the pupil, which would make you not-see what you are trying to look at, and they compensate by tilting the head un-naturally when you would normally not tilt your head, because your eyes would normally see what you are trying to look at. Makes the characters look paranoid and retarded when you see them looking with their heads. Turning your head is not done until your eyes have reached an uncomfortable limit, or you are redirecting your full attention in a new direction.

Here is three videos… First one shows old-school "puppet eye motion". Shit looks fake, like an old puppet.
https://www.youtube.com/watch?v=XrARqKYxzsk

Second shows "realistic eye motion" made for professional puppeteers. Often seen in animatronic shows that look real, and in many new movies.
https://www.youtube.com/watch?v=p3BMrt3PD6A

Third is actual human eye movement, when "simply glancing around an environment".
https://www.youtube.com/watch?v=ySMtB5nWxPs

 No.106

>>105
Also, this may help, if you "study eyes". Can't make them realistic if you don't know about them.

No, having eyes doesn't make you know about them. You are always looking at something and you need to know what they do when looking at something other than themselves, in a reflection.

 No.107


 No.108

>>31

Just a word of advice… I give this to all modelers…

Do not follow that bad practice of rigging models in that pose. It is great for building a model, but when you skin it and rig it, put a 50% bend on all joints, then export that pose as the actual model for mapping and rigging.

As it is now, this is the problem you, and all other modelers face, when using a pose like that, to output a final product…

When you bend the arm down, from a full-extension (well 85% in that pose), you are stressing-out and stretching-out the mapping on the top of the shoulders. Causing harsh and un-natural angles. While, you compress the arm-pit, which is unseen, but making it have massive detail in one unseen pixel and horrible "folds" as you lower the arm.

The elbows, same thing. They are at 100% extension here. so you are going to remove detail of graphic-mapping and polygons, causing unnatural elbow angles, while the elbow-pit, will compress and have uber HD graphics and way more polygons than needed, causing more unnatural folding.

Placing it at 50% bend, will only slightly distort the elbow on compression bending, and will not cause folding on the extension or on compression, in the pit.

Same with breasts… for uni-models. It is sooo horrible when people make models with prefab breasts. They can only be made bigger, and can never be made to move naturally. You need to make a male-chest, with greater polygons, and make a deform to "create the breast growth", so you can use that same deform to "make them move naturally". If prefab to a set size, deforming will never undo shape negatively if you don't have the exact shape the "formed it" positively. (Eg, eyeballing perfect breast-implants.)

In that model, by the way, the breasts would have been "pulled-up" by the flesh of the arm and shoulder being raised. Thus, lowering it would cause that form to be unnatural. However, her breasts are the same with arms up or arms down. (Again, here is where the half-bent components come into play.)

Same with crotches… She does a split, and now her vagina has, what… like three polygons to spread and form the pubis, expanding out to form a wall, not a pubic mound… (Had the legs been half-spread, there would be about 5-10 surfaces already shaped like a mound that would retain shape, and not have pixels stretched wide on a split. Relaxing legs to standing position would simply deform the pubic mound, as it would deform in nature, on compression.)

Also note, everyone draws heads way too far forward. That is a "relaxed" standing position. "slumped-over". That is not a true "stance" and one that doesn't match the over-exaggerated back arch.

Again, same thing here… if she bends-over, her back loses about 50% of its detail and form, due to stressing the polygons. Semi-fetal is the final resting position you want to map and rig in.

Once all rigged and mapped, and tested… Then you pose it to a stance, saving that as a deform of the base. (a pose)

This also applies to knuckles and knees and eyes and mouths and necks and soft-bodied breasts. (Slightly touched-upon above. {pun intended}) Plus, anything that "twists", you want the relaxed twist pose for mapping and rigging to be at 50% twisted, so you have full rotation in both directions without one deforming and the other looking relaxed…

Also use negative weighting, for muscle expansion and contraction. (Well, expansion only. All muscles should be modeled without bulk, again because you can't subtract bulk correctly without knowing what positive force expanded the muscle.)

Ok, going back to sleep…


 No.129

Any more rules for weight painting and ideal topology decisions? Like is there a set of heat map of sorts I can look at for where weights should ideally go on a per bone basis?… like to prevent strange anomalies and deformities during animation?




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