
Finished modelling /dynamics/texturing and basic rigging on this character. Just got to do all the facial poses , muscular contraction morphs, bumpmap fine tuning and finger/toe rigging.
Note, this model uses nCloth for both it's hair and it's little undergarment. it also sports a new, modelled from scratch, head.
Note, this model uses nCloth for both it's hair and it's little undergarment. it also sports a new, modelled from scratch, head.
Category Artwork (Digital) / Still Life
Species Canine (Other)
Size 1000 x 1000px
File Size 79.5 kB
Looks good, perhaps you could set up another lamp if possible to help the facial features and front of the body stand out a bit more. I can make out the details on the screenshot but the final render seems to become a bit unclear. Which modeling program do you use...? Ive been using blender lately and have been trying to work with its new hair rendering tools. Again for modeling from scratch your model is impeccable. I wish I could model from scratch using just basic box modeling or polygon manipulation which is why i love blender for its sculpt modeling options.
the face itself is rather unspectacular when I put it together, I"m still kinda touch and go with doing faces.
As for details, yeah. mental ray seems to gunk up the nuances in the model alot and really I can't find a solution to it. More lights just brighten everything up, not nessesarily make the physical form stand out more.
And my modelling, Well I use a unique technique that involves boolaening alot of spheres together and then hammering away at it with the deform and scuplt tool. took me about 4 hours to make the mesh itself.
As for details, yeah. mental ray seems to gunk up the nuances in the model alot and really I can't find a solution to it. More lights just brighten everything up, not nessesarily make the physical form stand out more.
And my modelling, Well I use a unique technique that involves boolaening alot of spheres together and then hammering away at it with the deform and scuplt tool. took me about 4 hours to make the mesh itself.
Ah. Im not familliar with much of that. Using a free program like Blender I love its virtual clay like approach to modeling a mesh. Its really intuitive and of course has the traditional methods as well. Still it is a very nice mesh and looks wonderful either way. Best wishes on finding a solution to the mental ray thing. Again very nice.
If this is what I think its for then you have definitely caught my attention with this rendering... so far so good... black is always a tough color to model with because it hides so much detail. Whenever I do a picture of Anubis I always use lighter grey pencils and sometimes highlight with light grey and light blue to give him the silky smooth look that black horses have.
I think what you're gettin at it Fur specularity. Something which can be done in 3D programs but.... generally requires the model to have complete fur coverage otherwise you get patches.
The progress I've made already from this would impress you even more I think since I fixed the weirdness with the texture.
The progress I've made already from this would impress you even more I think since I fixed the weirdness with the texture.
Yes, I have a friend who has done 3D C.A.A. and he has had some problems with patchy renderings when trying to do a picture of his fursona. I like the selection of a waist wrapping that goes down just above the knees because I love the thought of anticipating what it would be like to roll that garment up his thighs so I could see how big they are. The
way you have rendered minimal clothing is quite correct concerning the project that you are working on.
Heads are touch for Anubis, even in traditional art and I've only gotten it totally right one one occasion so far, which was here - http://www.furaffinity.net/full/539411/
way you have rendered minimal clothing is quite correct concerning the project that you are working on.
Heads are touch for Anubis, even in traditional art and I've only gotten it totally right one one occasion so far, which was here - http://www.furaffinity.net/full/539411/
The biggest thing is. I have to limit the amount of detail that goes into the fur. While it is theoretically possible to make strand for strand body hair. The processing power needed would be too great and considering that this is gonna be an animation I'm keeping rendertimes at around 5 minutes per frame.
And even then it would take weeks if not a month to fully render.
And even then it would take weeks if not a month to fully render.
It would not be useful to go into the kind of detail that I did in that piece, it took me about 3 weeks to draw and color that picture...I shudder to think how long it would take to animate something like that in traditional methods. From what I am seeing so far this is a fine start, keep going.
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