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Here is a new Vanille pose. I am still tweaking her face and hair, and the light needs to be redone on this:
3dguy3 on
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MetalbourneInside a cluster b personalityRegistered Userregular
edited June 2010
Its like staring into the eyes of a corpse. Her lifeless arms and her pose suggest that you just haven't gotten around to the giant rusted fishhook holding her up by her rib cage.
Did you model this? If so it's not bad, albeit a bit lifeless.
There's also a lot of clipping on the clothing and a bit of weirdness in general with her arm and collarbone. Take some more time to conform her outfit more naturally to her body. As of now everything seems very rushed and sloppy.
Cristoval on
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NakedZerglingA more apocalyptic post apocalypse Portland OregonRegistered Userregular
edited June 2010
Are you the guy who did the cammy one that ended up being for a henti site?
EDIT
yep you are. If you're here to peddle cartoon porn this may not be the spot for you.
Its like staring into the eyes of a corpse. Her lifeless arms and her pose suggest that you just haven't gotten around to the giant rusted fishhook holding her up by her rib cage.
You really need to improve your facial rig/expressions. Some sort of a bump or normal map on her clothing, fix the stretching in the material because it looks very-not-good! And yeah, there's a lot of clipping. The lighting is also very inconsisent, look at some photos of people on the beach, get some ideas, because right now it's like say what? Random blue backlighting? You need to minimize your palette in the scene. Try to get one, single key light to define the form you want before you do all of these different coloured detail lights. Also, nobody stands like that! While it may be a pose that shows off her features, it looks pretty ridiculous and unnatural. The front of the belt also needs to be attached.
Awesome! I still recommend changing the pose even if it's minor things, like giving her hand some strength, changing it so that it's more compositionally appealing. Getting rid of that rag-doll look. hand on her hip rather than just dangling, foot on the tree to support her weight? Anyways, good luck.
This looks like poser. I don't think you really modeled this. I am 99.9999% sure that this is poser and not an original peice of art made from scratch in Maya/3DsMAX/Blender/XSI/any other 3D package. I think you might have made the clothing or something but nothing else.
With that being said: it pays to learn how to model from scratch. Your meshes will look a lot less like everyone and their mother's poser models. It'll do you good to learn how to make something origninal.
valeryce on
Art Blog!
I like drawing, cartoons, cookies, and shiny pointy objects.
I dont know a lot about 3D artwork. But I really cant stand art that mixes mediums. In this case a 3D foreground and a photograph as a background.
Just sloppy artwork in my opinion. I know a lot of Webcomics use this method of "drawing" over a photo backdrop but I never read them because it drives me nuts.
As for the lady, are those necklaces supposed to be so stiff? They look like she has iron hoops around her neck instead of necklaces.
i know your trying to have her in a sexy pose, but she kinda looks strained. you need a more relaxed pose, even if your trying to make it sexy. Like these other dudes said too, its the expression and the arm that throws it off too. This render must have taken awhile to do.... Just work on the pose alot more before you render it again, must;ve take forever, unless you have like a top notch computer.
If you want to prove if you modeled this, post some wireframes nd you can stop that questioning immediately.
*Her tit is clipping her bathing suit
*Her belt floats and is held together in the front by nothing
*Her neckleace clips through he bathing suit in the cleavage area
*Clipping is just everywhere and shouldn't be for a highpoly model. If it were a low poly realtime model it would be more understandable, but it isn't.
*Her arms are tubes
*For sexy face she should be looking at the viewer
Thanks for all the comments! I've addressed many of the suggestions, but I still have a few more fixes to make. I also think the foreground 3D elements are blending with the background photo better now.
As for whether I modeled this or not, you just have to take my word for it. Besides, I see a lot of great art using Poser, including the work of Monty Oum, so it is a cool program, too!
Here is the updated image (please ignore the words):
3dguy3 on
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MetalbourneInside a cluster b personalityRegistered Userregular
edited June 2010
Alright, the face is looking a lot better.
Her skin is really waxy, though. What can you do about that? There might be better examples, but Boris Vallejo is a fantasy artist who does some great skin tones. I dont' think it has to be as exaggerated as what he does, but a little variation would help your model look a little more "alive"
And I know I come off as a huge dick, because, well, I am, but her hands look like she's actively trying to spread her ass cheeks apart now. Coupled with the "Enter" sign, it makes a hilarious visual pun. Of course, I remember the last thread, so I can't really put it past you at this point.
That lighting is much nicer and stronger. There's some strangeness on her forearm now, too hard of a line in the mesh, making it look box like? And yeah, her hand isn't very appealing. But her top looks much nicer now that it isn't all stretched.
Have you considered doing a separate thing for stills and for animation? Take this model, and just start pulling and pushing points to model it like a sculpture rather than a rig. Then you could fix the issues with the mouth and the clipping really easily as well as make the fabric look more natural. This is really great though, and I love that you're taking advice and criticism to make your piece better! That belt looks great now, and getting rid of that yellow fabric really helped to unify it. Also hiding her boot was probably a good move.
I used to push and pull verts on a per-image basis, but now I prefer to add more tweak bones, so that I can reuse these fixes during animation as well. I just keep these bones on a separate layer so that they don't clutter my screen when I don't need them.
I have been scared to dive into re-rigging the mouth and shoulder areas, but I think the time is near to fix these areas!
Posts
Can't wait to see it finished.
There's also a lot of clipping on the clothing and a bit of weirdness in general with her arm and collarbone. Take some more time to conform her outfit more naturally to her body. As of now everything seems very rushed and sloppy.
EDIT
yep you are. If you're here to peddle cartoon porn this may not be the spot for you.
Hahaha!
Metal, you are a funny bastard.
Thanks, I'm still working on fixing the clipping, and getting a more natural shoulder working.
I would just like to focus on the images in this thread, and not any of my other work. Thanks!
I’ll try to address all these changes this weekend (except for the changing the pose), and post an updated render on Monday!
I'll adjust her hand and put something under her foot.
Thanks!
With that being said: it pays to learn how to model from scratch. Your meshes will look a lot less like everyone and their mother's poser models. It'll do you good to learn how to make something origninal.
I like drawing, cartoons, cookies, and shiny pointy objects.
Just sloppy artwork in my opinion. I know a lot of Webcomics use this method of "drawing" over a photo backdrop but I never read them because it drives me nuts.
As for the lady, are those necklaces supposed to be so stiff? They look like she has iron hoops around her neck instead of necklaces.
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*Her tit is clipping her bathing suit
*Her belt floats and is held together in the front by nothing
*Her neckleace clips through he bathing suit in the cleavage area
*Clipping is just everywhere and shouldn't be for a highpoly model. If it were a low poly realtime model it would be more understandable, but it isn't.
*Her arms are tubes
*For sexy face she should be looking at the viewer
As for whether I modeled this or not, you just have to take my word for it. Besides, I see a lot of great art using Poser, including the work of Monty Oum, so it is a cool program, too!
Here is the updated image (please ignore the words):
Her skin is really waxy, though. What can you do about that? There might be better examples, but Boris Vallejo is a fantasy artist who does some great skin tones. I dont' think it has to be as exaggerated as what he does, but a little variation would help your model look a little more "alive"
And I know I come off as a huge dick, because, well, I am, but her hands look like she's actively trying to spread her ass cheeks apart now. Coupled with the "Enter" sign, it makes a hilarious visual pun. Of course, I remember the last thread, so I can't really put it past you at this point.
Wow, I forgot how awesome Vallejo's art is!
I remember drooling over his work years ago when I was first trying to draw humans!
I need to start trying to use SubSurface Scattering, because that should help the skin look less waxy.
Pixar used SSS in Toy Story 2, and it looks way better than the lighting in the Toy Story 1.
Have you considered doing a separate thing for stills and for animation? Take this model, and just start pulling and pushing points to model it like a sculpture rather than a rig. Then you could fix the issues with the mouth and the clipping really easily as well as make the fabric look more natural. This is really great though, and I love that you're taking advice and criticism to make your piece better! That belt looks great now, and getting rid of that yellow fabric really helped to unify it. Also hiding her boot was probably a good move.
I used to push and pull verts on a per-image basis, but now I prefer to add more tweak bones, so that I can reuse these fixes during animation as well. I just keep these bones on a separate layer so that they don't clutter my screen when I don't need them.
I have been scared to dive into re-rigging the mouth and shoulder areas, but I think the time is near to fix these areas!