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>> No.492829 [View]
File: 306 KB, 1122x854, wip_02.jpg [View same] [iqdb] [saucenao] [google]
492829

>>492558
Thanks.

>>492782
Thanks and nah, I've just always wanted to try something like this.

>>492787
I think the columella is too concave which makes it look higher than it actually is in frontal view. I'll see what I can do about lowering the nose / raising the mouth to fix the distance between the lips and columella. The in engine 3/4ths view I've attached makes that a little clearer. I've added more eyes closed variety and will break the symmetry more in the actual animation. I'm not sure how much I can change at this point in terms of huge anatomy changes, but I'll definitely keep everything in mind for next time. For the O and the lips, I'll just have to fudge with the weights for now. Maybe make a new morph target. Thanks for the tips.

pic is small update. closeup of face is for >>.492787
katana is in unreal and bound to joints for animation. There's another material pass on the armor, I've basically restarted the textures to try to match the definition on the katana. Still tweaking materials and lighting for everything since unreal doesn't have the same resolution of gloss definition as toolbag2. I'm getting ready to wrap up this project so I'm fixing skin weights, making small anatomy fixes, adding wrinkle maps and making some basic animations for a turntable.

todo:
-wrinkle maps / morph targets: laugh lines, brows
-a better presentation scene
-second pass on the animation to make less robotic
-redo the physx skinning for the sixth goddamn time because Apex cloth nodes like to corrupt my shape nodes
-stuff mentioned above

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