Posted in Rants & General Insanity on Jan 31st, 2010
I’m a professional. Now, there are some hobbyists out there that do absolutely stunning work, so stunning that it’s almost criminal that they aren’t being paid to do what they do. In fact, there are plenty out there that could whoop my ass without trying too hard.
A key difference between hobbyists and professionals is experience [...]
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Posted in Art Updates on Jan 29th, 2010
I cannot wait until I can afford to upgrade to Maya 2010 (or 11). The whole time I was weighting the dress, all I could think about was how much better it might be if I had access to nCloth and Kickstand’s StretchMesh. In fact, once I’m done with Daisy I just might download the [...]
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Posted in Art Updates on Jan 25th, 2010
This is probably as close as I’ll get to doing a nude pinup of Daisy, at least with this version -
Still a ways to go before she’s finished, but at least now she can be posed.
If I can offer one bit of advice to anyone wanting to model a female character - keep the breasts [...]
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Posted in Art Updates on Jan 21st, 2010
Something I still haven’t quite figured out how best to rig, are toes. I completely ignored the toes on the first version of Mary, and simply skinned them to the single toe joint of a reverse-foot rig. I’m not even sure I got around to the toes in any of her revisions, either.
With Daisy, I [...]
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Posted in Art Updates on Jan 16th, 2010
I think the major problems with the shirt just might be solved - since getting rid of the holes made the shirt less interesting, I decided to cut them back in. But since the mesh is otherwise seamless, there’s no worry of it being pulled apart in the front.
I also finally got around to reshaping [...]
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Posted in Art Updates on Jan 11th, 2010
I’d only just started skinning Daisy’s uniform, when the issue of her breasts came around again. Specifically, how best to skin the seam, to keep it from pulling apart. The solution? Remove it.
No more holes also means she no longer needs an extra mesh underneath, unless I end up using the new mesh as a [...]
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The holidays are over, and I’m slowly getting back to it -
Her hair patches have been converted to polygons and merged together, so the next task is to fine-tune the shader. Things will still be a bit slow for a couple more weeks though, since I’m staying in Michigan until the end of the month.
Something [...]
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