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Artwork => Finished Works and Works in Progress => Topic started by: Airedale11 on August 28, 2012, 05:08:30 pm

Title: Stocking
Post by: Airedale11 on August 28, 2012, 05:08:30 pm
I tried making a model of Stocking from Panty & Stocking with Garterbelt (an anime).
This is what Stocking looks like in the anime: (http://images1.wikia.nocookie.net/__cb20110311013208/pswgb/images/3/35/StockingA.png) (http://images.wikia.com/pswgb/images/2/20/020.jpg)
and this is my awful attempt at a 3D model of her:
Title: Re: Stocking
Post by: Thanos on September 11, 2012, 11:21:36 am
No, no, don't call it awful. An attempt is always a good attempt.
The main difference between the drawing and your model is that the drawing has sharper corners at certain points, namely, the nose, the tips of the feet, the corners and the middle of the tied ribbon behind her head, the chin, the end of the neck, err, the lower end of the breast, the back end of the shoes, the hands (if you plan to make the fingers you'll need to make them flat & square), the ears and maybe some more.
If I'm guessing right, you have converted the mesh to a subdivision, and in this case, the approach is totally different from the standard mesh case. You can always revert from subdivision back to mesh (by lowering the detail to 1 and converting to mesh), but, since subdivisions look nicer (personal opinion :P) you may want to stick with them. If so, when adding sharp corners to your model, keep in mind that subdivisions tend to make sharper corners near the areas that points are close to each other. I hope this will help enough.
Please surprise me with an update. :)
Title: Re: Stocking
Post by: CrashDrive on September 13, 2012, 05:48:25 pm
Nice job. I like it.
No model has to be 100% accurate to be good.
It all depends on far you want to take it. You've got a good
starting point if you decide to add more detail.
Title: Re: Stocking
Post by: Airedale11 on September 16, 2012, 09:29:14 am
No, no, don't call it awful. An attempt is always a good attempt.
The main difference between the drawing and your model is that the drawing has sharper corners at certain points, namely, the nose, the tips of the feet, the corners and the middle of the tied ribbon behind her head, the chin, the end of the neck, err, the lower end of the breast, the back end of the shoes, the hands (if you plan to make the fingers you'll need to make them flat & square), the ears and maybe some more.
If I'm guessing right, you have converted the mesh to a subdivision, and in this case, the approach is totally different from the standard mesh case. You can always revert from subdivision back to mesh (by lowering the detail to 1 and converting to mesh), but, since subdivisions look nicer (personal opinion :P) you may want to stick with them. If so, when adding sharp corners to your model, keep in mind that subdivisions tend to make sharper corners near the areas that points are close to each other. I hope this will help enough.
Please surprise me with an update. :)

Thank you for the critique. :) I will try sharpening the corners of some of the parts.
Could you maybe tell me where I can lower the detail?

Edit: I should show you guys my first two attempts at a Stocking model before I made this one. They're hilarious.
Title: Re: Stocking
Post by: Thanos on September 16, 2012, 12:31:12 pm
It seems you exercised before making the third model, I see constant improvement.

Quote
Could you maybe tell me where I can lower the detail?
Do you want to edit it as a mesh or as a subdivision?
If you want the mesh way, double click on the subdivision. At 'divisions' set 'working' to 0. (not to 1 - my mistake :/) Then convert to mesh.
If however you like subdivision modeling, leave it as a subdivision, go to point edit mode and you'll notice that there are points showing how it would be if it was a mesh. By editing these, the subdivision changes shape.

Let's make her lovely. :)
Title: Re: Stocking
Post by: Airedale11 on September 16, 2012, 03:30:12 pm
Oh, I see, thank you.
Unfortunately one of my subdivisions can't be turned back into meshes. Specifically, the ears. I had to make new meshes out of the subdivisions to be able to mirror the ears. If I'm not really making any sense I've attached a picture.

Edit: Oh, and also, is there some way to make the eye textures be affected by "natural" light? They have this strange glow to them as anything in the program does with a custom texture.
Title: Re: Stocking
Post by: Thanos on September 16, 2012, 05:23:45 pm
Well if you really need to un-subdivide a mesh like the above, maybe kubajzz's unsubdivision script might help (not always a guarantee, but here it is: http://an8.the-meadow.net/Com/ASLTopic/unsub.zip )

Are you familiar with ART and its attributes? ( http://www.anim8or.com/download/preview/art_raytracer.html)
Maybe after ART rendering with attributes at the eye material like i.e. class glossyreflector, Ks of 0.7 (<--play with this one!), roughness of 20000 or so could make a more realistic effect on the eyes. Also try lowering the diffuse and/or ambient and raising the specular, and making the eye bulbs slightly curved (to make a wet shine effect).

There are a lot of things we can do with rendering, but this is a lot of try-and-error. Although I think it's worth to familiarize with.

[EDIT] Hm, I think I'll try making some tests myself by applying a white texture on something and I'll tell you. I'm also curious :)
[EDIT 2] Whoa, mistake. Keep the diffuse near 0.9-1 :P  I'll do some more tests.
Title: Re: Stocking
Post by: kreator on September 16, 2012, 05:56:08 pm
Quote
Unfortunately one of my subdivisions can't be turned back into meshes

You can get them back to meshes Double click on the subdivision then change the Working Divisions from 2 and 3 back to 0 and 1 Click OK. However you will need to go back to the menu and in BUILD select "Convert to Mesh"

You can even Mirror Subdivisions with The Universal Mirror Script which is a very useful tool in my arsenal!



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Title: Re: Stocking
Post by: Thanos on September 16, 2012, 06:13:47 pm
 :o this is my 50th post! I am now a junior member! MWAHAHAHAHAHAHA <-- evil laugh

So, here you go.
I rendered an object with white texture applied, diffuse at 0.9 (I think - didn't save it), attributes applied as of above. (matchk1.jpg)
Then added a big white ball... (ballfromabove.jpg in passmetheball.zip) and rendered (matchk2.jpg).
And then I added two more big white balls, (itsrainingballs.jpg in passmetheball.zip) and rendered (matchk3.jpg).

Play around, ART is fun.
Title: Re: Stocking
Post by: Arik_the_Red on September 17, 2012, 03:45:00 pm
Coming out of the woodwork... Ohhhhh, I need to scratch off my rusted tools... can I try?
Title: Re: Stocking
Post by: headwax on September 17, 2012, 08:33:51 pm
Coming out of the woodwork... Ohhhhh, I need to scratch off my rusted tools... can I try?

No.

(hi Arik, just kidding :))
Title: Re: Stocking
Post by: Thanos on September 18, 2012, 01:20:36 pm
Hey Arik_the_Red! Where have you been? Your profile says your last post was in April!
Title: Re: Stocking
Post by: Airedale11 on September 18, 2012, 02:00:48 pm
Okay, I think I have a little issue. My anim8or only has two renderers OpenGL and Scanline. Does anyone know where I can get ART?
Oh, and also I was wondering if someone could look at my model personally and maybe help me tweak a few areas that need it.

Attached is the model and the eye texture.
Title: Re: Stocking
Post by: kreator on September 18, 2012, 02:12:27 pm
You need 0.97D its here

http://www.anim8or.com/download/preview/anim8or_v097d_preview.zip

 just look at the frame on the lefthand side it says v0.97 Preview!
Title: Re: Stocking
Post by: Arik_the_Red on September 18, 2012, 04:47:29 pm
Alrighty, I took headwax's firm "No!" to heart....

I just wanted to see if I could make this girl, and see if animation and all was feasible if re-creating with that distinct, curvy style of this sort of anime... Got legs done, but need to adjust the shoes abit...

Airedale, I hope ya don't mind....
Title: Re: Stocking
Post by: Airedale11 on September 19, 2012, 04:44:07 am
Alrighty, I took headwax's firm "No!" to heart....

I just wanted to see if I could make this girl, and see if animation and all was feasible if re-creating with that distinct, curvy style of this sort of anime... Got legs done, but need to adjust the shoes abit...

Airedale, I hope ya don't mind....
Oh my word, that is much better than I can ever do.  :o

Okay, I think I have a little issue. My anim8or only has two renderers OpenGL and Scanline. Does anyone know where I can get ART?
Oh, and also I was wondering if someone could look at my model personally and maybe help me tweak a few areas that need it.

Attached is the model and the eye texture.
Are you using the v0.97D preview? Or v0.95C?

Haha, wow. I just checked and saw that I was still using 0.95 XD
I'm busy downloading the newest version.
Title: Re: Stocking
Post by: Arik_the_Red on September 19, 2012, 04:41:05 pm
Airedale, judging from what I see of your work, I would hardly say that my bumbling around is better than you could ever do.

I hope you carry on as I want to see what you end up with. It's fun to see folks making things in anim8or, and putting the program to its fullest use regardless of the limitations we all face.

I do hope you are alright with me joining in, because this looked like a challenging little project with things I would like to see if I can accomplish as well. I am showing all this in the hopes that you will carry on with your fine work, and see if any of these tips/techniques might be of interest to you, and see if you have any ideas that I might learn from as well.

I want to see your work come to full circle and take a great final shape.


All that said, I think the only thing I've really done a bit more of so far would be in my work with the legs:

Leg Cylinders: I created a basic vertical cylinder wider at the bottom. The bottom/sole of the leg cylinder is filled, while the top has no face, is open-ended.

Feet/Shoes: I converted the leg cylinder into mesh and "cut faces" on the lowermost part of the leg cylinder to make a rough shape of the shoe - forming the upper front/toe area, sole and heel. When cutting out the heel, I lost the sole faces, so went underneath and reconnected them, drawing in vertices as necessary to reshape and fill in the faces, and restore the solidity of the bottom of the shoe. I then selected the points in the forward area of the shoe and stretched them forward more to accent the foot shape a bit and make it more pronounced than the main leg, distinguishing the shoe. Finally, I selected faces of the shoe sections (see the attached "SnapShot 1" and the colors of the areas I grouped), "extrude connected" them in groups doing the heel/sole sides together (orange), the main shoe and upper "strap together (green), and the front crscent spot above the toe (lavendar). At this point they look tightly connected, even though each area has a face-gap between the other areas that is simply flush to the neighboring selected/raised area. This is important in the final "form change" effect.

Warping Leg: Using the Modifier button to first "curve" and then "bend" the leg, experimenting with the rate of curve and bend to get the form, and rotating the object to keep it in a decent standing position, foot flat to the ground.

Final Leg and Shoe Shaping Technique: To give the leg its final "nice shape" and accentuate the shoe, I went to "Build/Subdivide Faces" and used the default values, bringing out the accents in the shoes. Since the shoe and leg area now had a slope for the transition from one to the next, I selected the points at the top of the "slope" and pulled them down below the upper rim area of the show, which createda nice effect of the leg/foot slipping into the shoe. If you look at "SnapShot 2" you will see the area that overlaps at the top of the shoe, and how I pulled those points/vertices that were originally above the show line down beneath to give that nice "in the shoe" effect.

Now that the base leg is in shape, time to make left and right... so, I pulled the leg to left of center of the work area, rotated it for a pigeon-toed effect... Stocking's artwork indicates that she is pigeon-toed as they often do with this type of anime... and I mirrored the leg, resulting in a nice left and right leg in proper pigeon-toed pose.

Am unsure about how to best fix these legs for flex and bend at knees, but think I have an idea and need to experiment. Nevertheless, it seemed appropriate to turn them in and such as part of the base model, and then adjust bones, etc., accordingly to adapt to the natural inward-turned pose later.

I might be wrong, but will see and learn the hard way.

Title: Re: Stocking
Post by: Airedale11 on September 19, 2012, 06:08:32 pm
Well, I updated the leg a little now, making the foot sharper and adding the heel for the shoe.

Also, does anyone know where I can get the universal mirror script? I can't find it anywhere.
Title: Re: Stocking
Post by: Arik_the_Red on September 21, 2012, 02:54:18 am
This has been a fun little work... Airedale, thanks for putting up with my trying this model, too. Got a bit more work in, but still needs ears, hands, bow and a few other little details... Am not sure I am happy with the hair and eyes, either.
Title: Re: Stocking
Post by: Airedale11 on September 21, 2012, 06:03:14 am
This has been a fun little work... Airedale, thanks for putting up with my trying this model, too. Got a bit more work in, but still needs ears, hands, bow and a few other little details... Am not sure I am happy with the hair and eyes, either.

Hey, that looks pretty great. :) Good job.
Title: Re: Stocking
Post by: Arik_the_Red on September 23, 2012, 06:28:41 pm
Here, I am making her with moving eyelids and pupil... making the eye move is tricky when it isn't a sphere. Also, didn't like the mouth, so thinking about how to make it right...

But, I did get the bow in hair (not visible from this angle) and on her back ... and other little detail things.

Airedale, how is yours coming? I hope you're still working it!
Title: Re: Stocking
Post by: Airedale11 on September 24, 2012, 09:28:18 am
Well, I didn't want to make a physical eyelid, so I made a new "blinking" mesh and I used a morph target to make the eyes go into the head and the "blinking" mesh go out on the face.
Title: Re: Stocking
Post by: Arik_the_Red on September 24, 2012, 06:14:50 pm
I can't wait to see that... I haven't really got into morphing still, even after all this time...I should take on that taks and see what I can make that way, too...