cant get the eyes right

Community Forums/Graphic Chat/cant get the eyes right

scribbla(Posted 2008) [#1]
ive tried over & over to get the eyes right or at least looking less like a mushroom junky but its proving a pain

just doing a bit of painting


i like most of it so far



John Blackledge(Posted 2008) [#2]
Scribbla, he looks permanently surprised.
Check the mirror - the eyelids usually slightly cover the irises.


Robert Cummings(Posted 2008) [#3]
<)

push the skin back in a bit above the eye, and pull out a bit below the eye. Make the eye stare directly ahead instead of down in modelling.


scribbla(Posted 2008) [#4]
good points...i hate doing eyes

John: surprised... yep like hes mushroomed up

Lowcs: just making him look ahead looks better

ok tweaked a bit..bigger & softer pushed /pulled a few points, it looks better, i think im spending way too much time on just the eyes

i wanted the marine boy look (showing my age )



sswift(Posted 2008) [#5]
1) He has no eyebrows.
2) An iris should not blend smoothly with the white of the eye, it's a sharp transition.
3) The pupil should also not blend smoothly with the iris.
4) Without reflections or specular highlights of some kind, eyes appear dead. The eyes of the living are wet and shiny. :-)
5) He's wall-eyed.




scribbla(Posted 2008) [#6]
5) He's wall-eyed. i once knew a bloke like that before a pint, they seemed to come together after a few beers

useful stuff..thanks


GfK(Posted 2008) [#7]
Put the goggles down. Problem solved. \o/


scribbla(Posted 2008) [#8]
thought of that one..but i prefer em up ;)


TaskMaster(Posted 2008) [#9]
That kid has only got 3 fingers and a thumb... Is he some sort of mutant? :)


scribbla(Posted 2008) [#10]
"its a puppet"... its cartoon world where if you have more than 3 fingers you a freak ;)

good points from swift

ok , had to be careful here it nearly went way off cartoony into real
since i never realy have spectacular set on a mesh, i had to paint it in at an angle that would allow me to mirror the eyes if
i put the shiny on a slant it mirrored and looked naff




plash(Posted 2008) [#11]
Looks better, just a bit too much of an oval now.


scribbla(Posted 2008) [#12]
i made a point of making it oval, looks less real


GfK(Posted 2008) [#13]
Any chance of a quick 'how to', explaining how you did this?


scribbla(Posted 2008) [#14]
the eyes or all of it

ive actualy blundered through most it following a modo tut
i think once ive done a few more i could explain it better


GfK(Posted 2008) [#15]
Yeah, all of it.


scribbla(Posted 2008) [#16]
perhaps when ive done a few more and understand it all a bit better at the moment im lost most of the time, like i say ive followed a tut myself, i just changed the charcter as i went along but used the same modeling techniques

the character they make in this looks scary
http://www.luxology.com/store/training_series10.aspx


John Blackledge(Posted 2008) [#17]
Dammit Scribbla - whatever.

I _still_ couldn't come anywhere near to achieving what you do (as you well know)!


scribbla(Posted 2008) [#18]
its all fun & games John, keeps me busy, construction industry is dead in the Uk at the mo, so i can play with 3d a bit more


GfK(Posted 2008) [#19]
construction industry is dead in the Uk at the mo
My mate works in construction. Moved to Dubai last November for exactly the same reason.


scribbla(Posted 2008) [#20]
i was hoping for something a little nearer home ;)
but yep things are slow


i was looking for an animation course at Open Uni but cant find any the site reads like a tax form after you do a search


scribbla(Posted 2008) [#21]
i think ive done enough on eyes now :)




GfK(Posted 2008) [#22]
Yeah, that works. Still slightly oval but I honestly think they'd look stupid if they were any more round.

Does he have eyelids? Might maybe close them a bit cos he does look permanently surprised.

[edit] Heh, that's exactly what John B said!


Ross C(Posted 2008) [#23]
I know this doesn't apply to cartoon style drawings, but aren't the eyes a bit far apart? In human terms a head is 5 eyes wide, and the eyes have an eye width between them.


scribbla(Posted 2008) [#24]
it needs the oval look or it tends to look too real
yep hes got lids, ive got to decide on a final look for the low poly version he will need em wide open or angry,
because its viewed from a distance, the high poly version will need to be frozen into a certain look...unless we ever get morphs and bones






scribbla(Posted 2008) [#25]
I know this doesn't apply to cartoon style drawings, but aren't the eyes a bit far apart?


nar its not meant to resemble real world, cartoony can be out of sync thats what makes it cartoony


Ross C(Posted 2008) [#26]
Cool. Loks great man :o) How many polygons is the blitz version?


scribbla(Posted 2008) [#27]
looking at bringing it in around 5k, hopefuly

going to have to look at bmax3d for using normal maps unless the 3d module is going to be useable for b3d...always cobra i suppose


Ross C(Posted 2008) [#28]
It will be usable for b3d :o) If it's not, i won't be happy :o)

I'm totally serious though. You need to get this into a game man!


Mortiis(Posted 2008) [#29]
Looks lovely, you can try fastext lib. for fake normal maps in Blitz3D.


scribbla(Posted 2008) [#30]
Ross i might be ready by the time b3d gets a do-over ;)

yeh Mortiis i think Ross C played about with fake normal maps



ok enough playing about with eyes ;)



plash(Posted 2008) [#31]
Oooh.. evil (and sleep deprived)?


scribbla(Posted 2008) [#32]
thats the morning after look & sleeping on his half eaten kebab ( i know that look)


chwaga(Posted 2008) [#33]
10% too evil lol. But really, the eyes need to be more shiny (entityshininess = 1)


scribbla(Posted 2008) [#34]
any shiny has to be in the texture as the eyes will be part of the torso entity,
and for veiwing at a distance they will do, they cant be there own entity as this adds a surface, for money the shots i will add specular in the render


DareDevil(Posted 2008) [#35]
very good graphics!


scribbla(Posted 2008) [#36]
i hated the goggles...spent the day on new ones, im actualy understanding modo a bit better now, cant decide leave them down or up now :/

blitz needs morphs then i could have both and still keep it as one entity/surface

the missus is obsessed with brushed steel, plug sockets door handles the lot..so i went with brushed goggles ;)






Mortiis(Posted 2008) [#37]
You can try assigning the goggles to a bone. This is how I've done basic facial expressions some time ago.


scribbla(Posted 2008) [#38]
still adding another bone to process, but i guess thats the only way to go at the moment

if ever get any vehicles for him, i wanted the goggles down while in them


Blitzblaster(Posted 2008) [#39]
The character looks very cool, nice job.


scribbla(Posted 2008) [#40]
cheers

the proof of the pudding will be if i can get the same look on a low poly mesh


Robert Cummings(Posted 2008) [#41]
Good keep it up :]


D4NM4N(Posted 2008) [#42]
nice


scribbla(Posted 2008) [#43]
this is harder than i thought, its easy going mad with sub-ds
but then its ummm "now lets see you get a low poly version smart azz"


the first mesh Sub-d Frozen 269212 quads
------------------------------------------------------------------
EDIT## lowpoly version 3173 tris








needs abit more painting and cleaning up


scribbla(Posted 2008) [#44]
blitz render and playing about with saturation

umm its different...but i like it



Kryzon(Posted 2008) [#45]
Dude, where do you get those level textures? DO WANT


scribbla(Posted 2008) [#46]
you have to paint them yourself, its a look ive worked on for a while


Kryzon(Posted 2008) [#47]
Any tuts\articles\suggestions?

They look very Rareware like:


(meaning, congratz :D )


scribbla(Posted 2008) [#48]
now thats what i call a compliment , i love rares stuff,....suggest download banjo screen shots, getforce, also some rayman shots..mix em all up and pixel in some grass


just seeing what it looks like in blitz
blitz view zip 2.45m


Kryzon(Posted 2008) [#49]
Fantastic that viewer. The quality of the render is very good.
What's the size of the textures you are using, and also, how much "customized" each texture map is to each part of the model: do you create a map specificaly for a certain piece or you have a "general wall" texture that you apply to everything?


sswift(Posted 2008) [#50]
I think he'd look better with a bit more color:




scribbla(Posted 2008) [#51]
@rafael_blitz
the model is in 2 parts Top & Bottom for animation purposes
the textures are 512 each

the level texture was a cracked soil texture over painted a few times, add abit more highlight/ shadow here and there and blurred up a bit to give it a more non realistic look, then i draw in the grass over hangs...so each level part will have its own texture but will be reusable



sswift good point again, i was thinking about that myself, with all the colours on the background greens and yellows he will not stand out, good choice orange i will give it a whirl



#edit..looks better stands out more

how time flys just found my older versions



Duckstab[o](Posted 2008) [#52]
awsome work now knock up me up 6 ffxi style Characters for me game and i will give you 3 slices of my pizza but hand off my beers :).

But really I think you character has a nice style kind of reminds me of DarkCloud/Chronicle just give him a spanner and wahay..


scribbla(Posted 2008) [#53]
soz me works for beers & kebabs




edit#
rigged and ready



_33(Posted 2008) [#54]
What modeling softwares are you using?


scribbla(Posted 2008) [#55]
modo steep learning curve, but worth it