OK, I finished the new eyes for you, if you like these ones I can give a hi res transparent versions.

Going by what Loginer said in his previous post, I think he is after eyes that look similar to the character in awp's avatar.Loofah wrote:
OK, update on the eyes-
I'll send a hi res version when you want
Yeah, although they're getting there.adamskii_uk wrote:
Going by what Loginer said in his previous post, I think he is after eyes that look similar to the character in awp's avatar.Loofah wrote:
OK, update on the eyes-
I'll send a hi res version when you want
Yeah, that's what I'm after. Attached a pic; The left shape is what the eye is like ATM. The shape's supposed to be a mix between both of them.adamskii_uk wrote:
Just for the record, I'm NOT speaking on behalf of Loginer, this is just my own personal view on what he wants, going by the description he gave in his post, and by the fact that awp's avatar is pointing to the right eye (maybe a hint?).Loofah wrote:
soo..... you want lines on the inner side?
IMO, I think Loginer wants the eyes to be more a rectangular shape overall, your eyes still look a bit too rounded compared to the eyes in awp's avatar. If you just copy the shape of the eyes in awp's avatar, but create the eyes in your own style, then I think he will like it.
adamskii_uk wrote:
LOL... that's more round than the previous version.Loofah wrote:
Ok then, taht's the lines done.
any other little things that you want tweaked?
How about ideas on how to make the mouth?
No need to cry. You're soooo close, you just need to fix the shape of the eyes.Loofah wrote:
:(
Much better. Do you have a higher-res version?Loofah wrote:
Loginer wrote:
Wow, that's huge. <_<
Anyway, I'll modify them a bit first.
Sure, I'll do that later.awp wrote:
@Loginer: could you tweak the tuft of hair at the front to make it a bit wider? Just a bit~
That's also easy to do, but I'll just wait for Loofah to post some new eyes first. :/Echo wrote:
I'm not too sure but I think the eyes could be a bit thinner, and also closer to the middle of her face.
The actual model I have in Max is very, very low-poly. To make it a bit more round, I apply a modifier called Mesh Smooth, which pretty much multiplies the number of faces by four with each iteration. This can screw up texture coordinates. I could get around this by making the Mesh Smooth permanent, but the resulting model is much harder to edit, and some people are still not satisfied. It would also be much harder to rig the model, so I should probably try to find a way around it. <_<Loofah wrote:
what's with the dip in the middel of the texture?
That would look horrible. And it can use a texture, but do you really think that's necessary?Loofah wrote:
Also, is there any way way to change the hair model into a flat one that can use a texture instead of it looking fleshy?
Yes.Loofah wrote:
Could you make a texture wrap around the whole surface of the hair cylinder?
Go ahead. By the way, do you guys mean something like this when you're talking about hair textures?Loofah wrote:
Would you like me to post the hi res hair textures I made? (They're 1000X1000) =3
I like the style of the textures, but that's not going to work very well on the model. It has to be tilable, and the smaller it is, the better. You should also lose the part on the bottom and the white light shining on the middle of the texture.Loofah wrote:
OK then, here they are
*huge*
*huge*
He means that the texture will need to be seamless. The image will need to be created so that when it is placed next to itself horizontally and vertically, there will be no visible seams.Loofah wrote:
OK then, I'll post some new ones in a while then, and by tileable what do you mean? do I have to delete the dark parts?
I can't use any transparency on the hair, since it has depth. The only way to get around it is by making the hair flat, but that wouldn't look right due to those damn stripes. This render should also display why fake specularity + textures = bad mix.Loofah wrote:
I can do horizontal easy.... but vertical would kind of make it looks a bit plain, I'll wait till loginer shows me how the texture is actually laid on until I post some new ones.
Loginer wrote:
They're not vertically tileable, and the details are waaaay to sma- Oh, you resized the original texture. <_<
Actually, you'd pretty much have to redo the edges. Might give it a go tomorrow unless Loofah posts something.LuigiHann wrote:
Loginer, why not just cut the chunks you need out of the big textures? It'd only require a little photoshopping the edges to get them to tile properly.
A bit won't do the trick, they have to be about as large as on the high-res version.Loofah wrote:
Loginer wrote:
They're not vertically tileable, and the details are waaaay to sma- Oh, you resized the original texture. <_<
Well, I could make the details a bit larger if you want.
Still working on it.Loginer wrote:
Until she starts to talk. Then I'll go through the trouble of adding a real mouth.
Not sure what you mean with layers. Something like bump mapping?awp wrote:
The way it wraps around the hair, it looks a bit like wood grain. Is there a way to layer the hair so it doesn't look as much like playdough? Or make it some kind of fur/hair material?
If I were an expert on this I could probably advise something specific a la modeling, but all I can say is that right now the hair doesn't exactly look like hair.
awp wrote:
Bump-mapping might work. It looks like one solid piece right now (which might look good enough in a cartoon shader) when it should not be perfectly smooth (particularly in the black) - the strands at the top of the head do not reach her shoulders, only the lower roots will. That sorta thing.
Also, that angle shows some pretty useful information: her nose is pointy, and there's an absence of a bridge. It looks as if you can get away with flat eyes, but she could really use a bridge on her nose. Use yourself for reference as much as you need to...unless your nose is broken ;x
Especially when looked upon from far away. Looking at it up close doesn't have the same effect. So, you may see violently floating wood grain floors.Saturos wrote:
Hair texture looks like wood grain.
I agree. Maybe the textures should be replaced with highlights instead...Saturos wrote:
Hair texture looks like wood grain.
well Longiner did say to copy the style of the original, so if you don't like it try one yourself and see if it looks better.YoshiKart wrote:
I'm irritated at the eyes. The "eyelash" sticking out to the sides bothers me.
As for the eyes, I posted an image similar to the chibi model - hang on, I'll go dig the links up againawp wrote:
it looks a bit like wood grain.
Wouldn't that make it look exactly like wood grain? :/Loofah wrote:
You could make it layer down staight >.>
Well, her back is flat. I should probably fix that too. I don't think she's too thin, though; Making the torso thicker than the thigh would just look weird.awp wrote:
Belt buckle's a tad small and something about the shape of the upper torso doesn't quite sit right with me, but I can't pinpoint it. She might be a little too thin, as well.
asking as well.Rolled wrote:
Also may I ask whats up with the shoes?
The profile on the boots is too low. It just looks a bit like thick socks with platform-soles; it wouldn't take much to fix.Rolled wrote:
Also may I ask whats up with the shoes?
I concur with this. I thought this was supposed to be a specific style you were aiming for Loginer, but apparently if someone is complaining about it I might as well too.awp wrote:
My biggest issue is with the eyes and the overall shape of the face. Given how flat it is (absence of cheekbones is one major player in this) the face looks almost alien, like those classic huge-black-eyed-bald-with-very-round-head type aliens. Seriously, the eyes are still a bit dark and not vibrant enough. Don't make me hotlink my avatar again >=(Rolled wrote:
Also may I ask whats up with the shoes?
Behind the hair, don't you see them?Starrodkirby86 wrote:
Oh, and where's the ears...?
Oh, don't misunderestimate me~LuigiHann wrote:
I think once you give her a mouth, she'll look like a person, and people won't nitpick the face as much.
Those boots are a pretty good example, actually. At first I was like "well, not quite" but then I looked at it again and went "oh yes".LuigiHann wrote:
As for the boots, the soles should be more solid; right now it looks like each boot is sitting on two discs. Something like this would look better, I think. http://www.whitesboots.com/assets/img/categories/boots.jpg
If you mean the soles being too "round" at the bottom, I think I've solved the problem. Or is it something else?LuigiHann wrote:
As for the boots, the soles should be more solid; right now it looks like each boot is sitting on two discs.
Ah, now I get it. Should be easy to add.LuigiHann wrote:
You fixed one issue with the boots, but not the main problem I have. Hope this illustrates it a bit better.
Look at the bottom of any pair of shoes or boots. The sole is all one piece, even though it's thickest at the heel.
The face only looks like it's flat because of the lighting, and I'm working on the definition. I'll see what I can do with the chin, though. And yes, I know about modeling stuff that way, but no one was up for the job of drawing references back when I started modeling Pippi.lukewarmholiday wrote:
face is too triangular, flat and doesn't have much definition whatsoever, adding a mouth wont change those problems and people will still nitpick the face.
I'm about to just draw what I think would fix it since I'm terrible at describing. the hair also doesn't cover enough of the head. but i think you already mentioned that needed to be fixed. One immediate thing I noticed was the chin. In fact I think ill just bring up the original picture.
Img
The chin doesn't start closing until below the eyes.
From what i've seen from more accomplished modelers is that they try to form the body right from a profile view, then they try to make it look correct from a side view and then clean it up.(but this process would require a profile pic and a side view pic)
I really hated making this post because I have next to 0 experience with 3D modeling.