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Author Topic: Making "Sarge"  (Read 23175 times)

Arik_the_Red

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Re: Making "Sarge"
« Reply #15 on: April 02, 2009, 03:42:56 am »

Thanks, Floyd... Will work that and see what is to be seen when I get back home this weekend.

I don't think I mentioned, I borrowed tthe eyeball design from another one of my models - this goblin that some may have seen before...


I was IMing with EricAug this morning, and talking about the way the eyeball is made.... He thought of a great way to make "expanding/contracting irises"... with the iris being concave, all I'd need is a flat black panel on a bone that would slide forward and backward, and there you have the illusion of the black iris "hole" shrinking and expanding as the panel surface moves back and forth.  Hadn't quite got to the point of animation work, but definitely a bonus reason for the concave iris!

One thing really screwed up after the subdivided of the head... there's a blobbing effect below the nose, hard to see in these screenshots, but I need to do some rework there... and am not entirely happy with the nostrils, so need to do something with those as well.
« Last Edit: April 02, 2009, 03:50:43 am by Arik_the_Red »
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headwax

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Re: Making "Sarge"
« Reply #16 on: April 02, 2009, 04:38:02 am »

hya arik

maybe a thicker part of the eyelid would help for the "realism", at the moment it is thin and has no depth?

by realism I mean that which helps us top believe in a character's existence

for iris miosis and mydriasis you can use morphs as well (sorry about spellink) ie pupil gets bigger and smaller

see http://waxfin.googlepages.com/eyeballanimation for example

a good idea for eyeball textures is to hunt down artificial eye sites :) :-X

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Arik_the_Red

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Re: Making "Sarge"
« Reply #17 on: April 02, 2009, 11:36:14 am »

Yeah, eyelids and helmet both need some "thickening."  As for the texturing, have been working on this fellow to be mainly a "toon" sort, and wasn't sure if I'd be taking him into heavy detail texturing, though if I do I'll definitely be wanting some good stuff for corneas, irises, etc... not to mention other areas.

When I'm ready to actually put this guy into "showtime," I'll probably create two versions... one of the whole figure, and the other just for close-ups of the face - for expressions. The close-up would then have the higher details of the eyes - thickened eyelids, etc.

I dunno, I might just get it all in shape with the same figure...
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Arik_the_Red

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Re: Making "Sarge"
« Reply #18 on: July 26, 2009, 12:08:00 am »

Well, I dug up this project... and re-modeled good ol' "Sarge" during our recent forum's down time.

He's coming out a lot better this time.

I did some more messing about with eye/iris material effects, too...

Note the crazy "lizard eye" I made messing about. I used the color/material effect I stumbled upon making this, and applied the concept to Sarge's eyes.

I'm saving the lizard eyel for some future fun.
« Last Edit: July 26, 2009, 12:11:09 am by Arik_the_Red »
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headwax

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Re: Making "Sarge"
« Reply #19 on: July 27, 2009, 07:57:42 pm »

very interesting... self portrait? just kidding.

Maybe one more  subdivision level? And Bumps for the poors err pores€?

Have you ever experimented with an emissive map as faake sss? Me neither. Maybe a  transparency map for the ears to let light come through?

Wild eyes by the way. Try a search for crazy eyes contact lenses. Maybe a flag on one eye iris?
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