Here is my first attempt at a 3D model for Temiree. I did this as a semester long project that we were able to choose for ourselves - a translation of a 2D character into 3D while preserving style and personality.
While it isn't perfect, I'm quite happy with it as a first attempt and I learned a ton of things along the way.
Model: I made it a lot harder on myself than I needed to. I could have made him in Mudbox, which is free for students on Autodesk's website. Why? Mudbox is a 3D sculpting tool basically, and I could have gotten something way more organic and detailed, and in less time too! I will be doing that for my second attempt. =)
Fur: Maya fur is very picky and difficult to work with. The fur you see here was as detailed as I could have made it without Maya crashing on me when trying to render. That's why you see checkerboarding in certain places like his arms. The fur feedback system wasn't dense enough in those places to make it look organic. Looking back, I wonder if there was some sort of randomness I could have added to the fur feedback node placement, like I can with ordinary textures. Maybe that's possible? Anyhow, on my second attempt I want to download a trial of Shave and a Haircut, which is a fur plug-in which a lot of professionals use. Apparently Maya fur isn't all that fantastic and that's why they use that instead.
Everything else: I wish I did more work on the sword, but I ran out of time to do anything detailed with it. In fact, I'm sure a lot of things, like his clothing, could have been more detailed.
Again, I'm happy with this as a first attempt, and I'm looking forward to trying again. I hope you all like him! ^^
While it isn't perfect, I'm quite happy with it as a first attempt and I learned a ton of things along the way.
Model: I made it a lot harder on myself than I needed to. I could have made him in Mudbox, which is free for students on Autodesk's website. Why? Mudbox is a 3D sculpting tool basically, and I could have gotten something way more organic and detailed, and in less time too! I will be doing that for my second attempt. =)
Fur: Maya fur is very picky and difficult to work with. The fur you see here was as detailed as I could have made it without Maya crashing on me when trying to render. That's why you see checkerboarding in certain places like his arms. The fur feedback system wasn't dense enough in those places to make it look organic. Looking back, I wonder if there was some sort of randomness I could have added to the fur feedback node placement, like I can with ordinary textures. Maybe that's possible? Anyhow, on my second attempt I want to download a trial of Shave and a Haircut, which is a fur plug-in which a lot of professionals use. Apparently Maya fur isn't all that fantastic and that's why they use that instead.
Everything else: I wish I did more work on the sword, but I ran out of time to do anything detailed with it. In fact, I'm sure a lot of things, like his clothing, could have been more detailed.
Again, I'm happy with this as a first attempt, and I'm looking forward to trying again. I hope you all like him! ^^
Category All / General Furry Art
Species Otter
Size 758 x 1280px
File Size 146.5 kB
The project was about 13 weeks long, and I think I spent 5-6 of those exclusively trying to get the fur looking right. Maybe I'll post into scraps some WIP screenshots I took along the way. Some of them look hilariously bad, and I even had a glitch where Tem turned into Cousin It briefly. xD
Technically, they are. (I had self-shadowing for the fur turned on.) While normally it makes the fur look even more realistic, what makes it look unrealistic was the fur feedback nodes. The way they were distributed was somewhat out of my control, and ended up staying in perfect rows and columns. That's why there's a tiled look in some places, and weird shadow waves in other places. The fur was indeed one color, it was just the shadowing placements that made it look otherwise. I believe Shave and a Haircut, a fur plug-in, has a different way of setting up fur that's a lot more manageable to work with.
I could have turned self-shadowing off, but that would have meant me having to color in the shadows by hand, which wouldn't have been practical or flexible. =P
I could have turned self-shadowing off, but that would have meant me having to color in the shadows by hand, which wouldn't have been practical or flexible. =P
Heya Dorn!
Unfortunately I don't think I'll be rigging him. I was actually planning on it very early on into making him, but my 3D instructors warned me against it due to how complicated it is. What I do want to try at some point is making a low-poly version of Temiree and try making a basic rig with that, sort of like an old video game character. I'd love to a high quality version of him rigged someday though, if it becomes possible. ^^
Unfortunately I don't think I'll be rigging him. I was actually planning on it very early on into making him, but my 3D instructors warned me against it due to how complicated it is. What I do want to try at some point is making a low-poly version of Temiree and try making a basic rig with that, sort of like an old video game character. I'd love to a high quality version of him rigged someday though, if it becomes possible. ^^
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