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Author Topic: Stocking  (Read 23735 times)

Airedale11

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Stocking
« on: August 28, 2012, 01:08:30 pm »

I tried making a model of Stocking from Panty & Stocking with Garterbelt (an anime).
This is what Stocking looks like in the anime:
and this is my awful attempt at a 3D model of her:
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Thanos

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Re: Stocking
« Reply #1 on: September 11, 2012, 07:21:36 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. :)
« Last Edit: September 11, 2012, 07:36:41 am by Thanos »
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CrashDrive

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Re: Stocking
« Reply #2 on: September 13, 2012, 01:48:25 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.
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Airedale11

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Re: Stocking
« Reply #3 on: September 16, 2012, 05:29:14 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.
« Last Edit: September 16, 2012, 06:18:22 am by Airedale11 »
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Thanos

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Re: Stocking
« Reply #4 on: September 16, 2012, 08:31:12 am »

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. :)
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Airedale11

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Re: Stocking
« Reply #5 on: September 16, 2012, 11:30:12 am »

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.
« Last Edit: September 16, 2012, 11:34:58 am by Airedale11 »
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Thanos

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Re: Stocking
« Reply #6 on: September 16, 2012, 01:23:45 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.
« Last Edit: September 16, 2012, 01:38:03 pm by Thanos »
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kreator

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Re: Stocking
« Reply #7 on: September 16, 2012, 01:56:08 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!





« Last Edit: September 16, 2012, 01:59:51 pm by kreator »
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Thanos

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Re: Stocking
« Reply #8 on: September 16, 2012, 02:13:47 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.
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Arik_the_Red

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Re: Stocking
« Reply #9 on: September 17, 2012, 11:45:00 am »

Coming out of the woodwork... Ohhhhh, I need to scratch off my rusted tools... can I try?
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headwax

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Re: Stocking
« Reply #10 on: September 17, 2012, 04:33:51 pm »

Coming out of the woodwork... Ohhhhh, I need to scratch off my rusted tools... can I try?

No.

(hi Arik, just kidding :))
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Thanos

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Re: Stocking
« Reply #11 on: September 18, 2012, 09:20:36 am »

Hey Arik_the_Red! Where have you been? Your profile says your last post was in April!
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Airedale11

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Re: Stocking
« Reply #12 on: September 18, 2012, 10:00:48 am »

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.
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kreator

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Re: Stocking
« Reply #13 on: September 18, 2012, 10:12:27 am »

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!
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Arik_the_Red

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Re: Stocking
« Reply #14 on: September 18, 2012, 12:47:29 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....
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