You Spin Me Right 'Round Baby...
...right round.
Ears done, hair is looking pretty good. Neck is iffy. This may just be where I leave it until I get back from Seattle (if I get back). I think the next step is to fix the neck up (which may entail editting the back of the head some).
Then redo all the blend shapes again. Ugh. Then after that, boning and weighting, and he'll be ready! Wow.
From Hair to Eternity
Need to do all the textures on his ears. The rest is DONE.
Hair Today, Gone Tomorrow
360 degree spin of lastest hair. Its really really close now. I just need to adjust the medium length hairs where his part is. They shouldn't be as high as they are, since it looks like he's got hair growing 2 different ways. I think I like the length of everything though.
I'm very happy that I was able to get this procedural hair to look so similar to the original design I had. That was definitely a reason I avoided it in the beginning. But now, looking at it, it seems as if this ended up closer than the nurbs surfaces did. Very pleased. Now I just hope it holds up under some intense animation.
Download and set me on loop! Wheee~!
Hairy and the Hendersons
Just throwing more hair animations up, since they're so fun.
Only the hair on the top, and the right side. Oh, and no face. It is rendered with 2d motion blur, one frame.
Here we have half the hair on the sides of his head. I think I need to do something about the part on the back of his head. And tone down some of the flyaway strands sticking up
More Hair Tests
Quicktime of my newest render. I kinda like how easy it is to get this look, but I'm not sure it fits the look of the rest of the character, really.
Sort of dissappointed in that.
One Hairy...
Trying out Maya Fur since the transparent edges are killer on render times.
More more more
Texture on the face is half done. Need to figure out about the ends of the hairs, since I can't use transparency on them anymore. Do bumpmap, and specularity work on the skin.
Arm Texture Done
You can't really see it in these photos, but the arm/hand textures are done. Other than deciding on the color of the shirt, I think the body is done. Now I get to tackle those darn eyebrows. Hmm. I'm thinking I may need to redo the face so they're actually a modeled part of the face, so when his forehead moves, his eyebrows move.
Oh, and the face texture...
Gangbusters on Textures
Texture breakdown: (Color, Bump, Specularity, started, finished)
Jeans: CBS
Shirt: CBS
Face: C
Arms:
Belt: C
Loops: C
Shoes: CSB
Neck:
Hair: C
Try other shirt colors, lower specularity on buttons (they stand out too much, and they're not even...ick) make general shirt texture smoother, lower resolutions where possible.
Texturing Fool
No pretty pictures this time, just a list of accomplishments:
Texture breakdown: (Color, Bump, Specularity, started, finished)
Jeans: CBS
Shirt: C
Face: C
Arms:
Belt: none needed
Loops: C
Shoes: CSB
Neck:
Hair: C
need to find recipe for chrome for belt buckle
*Poke*
Don't really know what color shirt he should have yet...but I've worked a bit on the textures on his shirt and jeans.
Texture breakdown: (Color, Bump, Specularity, started, finished)
Jeans: C
Shirt: C
Face: C
Arms:
Belt:
Loops:
Shoes:
Neck:
Hair: C
These Boots are Made for Walkin'
Started making the final SubD clothes for 'im. Problems with the textures jumping around the model after its converted. Hopefully the poly wraps will hold where they are supposed to. It'd be a pain to have to animate these using the subD version...
What was that?
I decided to throw in FinalRig to see how well the body deformed so far. Even the low poly version (without his head) works pretty well. Obviously it needs weighting, but its close enough. Time to move on.
Check him with his head on
Still need to work on the butt wrinkles.
Collared
Need to add more definition to the collar and line down chest, think about making it untucked and maybe start doing UV layouts for textures.
Floppy Jeans
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I'm suprised at how easily a few wrinkles turns a form into decently looking cloth.
Next: Work on wrinkles around back of knees and butt. Figure out what sort of shirt, and do collar.
Needs a Bit More Bodywork
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There might not be much difference between today's and yesterday's image, but there was a lot of work. First, I took the nurbs and converted them into polygons. Then I added bits of details, and combined pieces (the pants/shirt/sholders are all one piece now). Then for this image I converted them into subD.
More Blendshapes
Re-did the blendshapes for the mouth. Here's a test animation. I think the puffed cheeks work well...not so sure about the rest. Maybe getting to the teeth and toungue (and eyes) will help.
Blendshape Tests
These didn't work so well. Besides the teeth and toungue not moving (which I haven't bothered with so far). There's obviously glitches. I think I'm going to delete them, add some topology, and try again.
Oh and the eyebrows still suck.
Look into my eyes
I'm glad I got the eyes worked out. They look SO good. Done 12+ blend shapes. They still need tweaking.
Figure out how to get mouth, teeth and brows to move with blendshapes.
Face Model near done, Started texture
Need to add sideburns, fix eyebrows (either more bumpmapping, change specularity, or do whispy hair effect.)
Character Sketches
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I definitely like the lower half of this one.
Body Designs
Use the bodies as possible designs, but redo the heads.
