This map has been deleted on the request of its creator. It is no longer available.
Only thing I can think of is that it's not really one "head of hair", it's several little pieces. The hair is all bumpy and divided into sections/individual bangs, all of which stem from the top of the head. I'd like to see a closer render of this model's hair to see how it's divided up. Maybe NCDyson could offer some help or helpful tips on how to do hair.Loginer wrote:
Looks pretty weird, but I can't point out why.
I disagree with that.Derekku Chan wrote:
The black pieces look excellent, but the pink ones still look really thick and clay-like :<
I think planar bangs would look strange, but I'll give it a try anyway.Daru wrote:
Would it be better if you layered flat pieces of hair instead of a 3D "tube"?
I'll see what I can do about that.Remco32 wrote:
I disagree with that.Derekku Chan wrote:
The black pieces look excellent, but the pink ones still look really thick and clay-like :<
I do think that the nose is somewhat male-like...
I don't think we should do that yet...Remco32 wrote:
Can you fill the eyes up?
The nose isn't actually pinched, it just looks like it because the shading is gay.Daru wrote:
I think the nose looks a bit too "pinched"; try making it a bit wider.
nitpicknitpicknitpick
Still working on it. :/Remco32 wrote:
Better, much better.
Only thing I can think of that could be inproved is the nose, which I find kind of weird for some reason..
I think it's because they're too wide.Larto wrote:
The lips are ugly imho. Might be because of the shading, might be because there's no texture for them yet.Or might be that you just failj/k I love you.
I don't think so, but judge for yourself.Echo wrote:
Is the head too wide?
Last edited by BanchoBot on Yesterday, 13:42, edited 715 times in total.
Which is why I had suggested using a universal bone structure for most custom models to follow, something like this:NCDyson wrote:
sweet! i hope we see her ingame soon™
on a side note, anyone know if it's planned for the format to be open enough for people to make their own dancers?
We'll be using .x, AFAIK.NCDyson wrote:
sweet! i hope we see her ingame soon™
on a side note, anyone know if it's planned for the format to be open enough for people to make their own dancers?
Adding support for other dancers should be trivial once Pippi is up and running in-game. A "universal bone structure" won't be necessary.soradg123 wrote:
Which is why I had suggested using a universal bone structure for most custom models to follow, something like this:
*bones*
Loginer wrote:
No one's been too specific about what's wrong with the nose
awp wrote:
if you're trying to figure something out I'd recommend adding the base of the nose and nostrils
Not really, although the area between the elbow and the upper arm might be a little thick.Gemi wrote:
The arms are too thick in the center part.
Added a few edges. As for the very top, it's supposed to have a sharp angle. Not sure what you mean by touching up the skin, but don't worry about the belly button.Ephemeral wrote:
The cel-shading looks weird as all hell on the bellybutton and the skin could do with a bit of touching up, but otherwise - a damn fine job, Loginer. A damn fine job indeed. The tip of the skull has too small a polycount by the looks of things - you can see a clear edge at the utmost top.
As soon as I've rigged and animated her, which I'll get on with once I'm sure the model is good enough. I don't want to spend 2 hours tweaking the limbs and then come back here to find someone ranting about the shape of her thumb.soradg123 wrote:
Beautiful! So when do we see her in-game?
I'm thinking more along the lines of adding more detail since the skin is quite plain - if nothing else, you could posterize the clothing section of the skin to enhance the cartoony feel the cel-shaders give it. Is it possible for you to give us a pose of the model in various lighting scenarios? I have a feeling it may be just the lack of such a scenario which is invoking the ire of my OCD regarding the skin.Loginer wrote:
Added a few edges. As for the very top, it's supposed to have a sharp angle. Not sure what you mean by touching up the skin, but don't worry about the belly button.
Oh boy that will be a quick and pleasant adventure now won't it?Loginer wrote:
As soon as I've rigged and animated her
By skinning, do you mean the UV mapping process or the skinning of the mesh to the bones?Loginer wrote:
Just found a tool that pretty much automates the skinning process. A crack was made a few hours ago, so things will happen ITT as soon as I get my hands on it.
Nope, I'm talking about BonesPro. It turned out to crash Max every time it autosaved though, so in the end I was forced to use Skin. Oh well.NCDyson wrote:
By skinning, do you mean the UV mapping process or the skinning of the mesh to the bones?Loginer wrote:
Just found a tool that pretty much automates the skinning process. A crack was made a few hours ago, so things will happen ITT as soon as I get my hands on it.
If you're talking about UVs, the tool that you're talking about wouldn't happen to be Unwrella would it? that tool is a god send.