Bikini beach Blonde character

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hothead
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Post by hothead »

sbtamu wrote:Maybe the Vs on her neck are a tad too pronounced
:oops: :lol: :lol: :lol: :lol: :lol: :lol:
don't take me serious i just find sbtamu post funny
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3deeguy
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Post by 3deeguy »

ruscular3d, I like your attitude. You have talent. I like highlights and shadows. They give your characters volume but you have to ask yourself "Where is the light coming from?". You can have several light sources but light will come mainly from one direction.
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ruscular3d
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Post by ruscular3d »

I ask myself that about the light. Because it's in toon I had thought to make it straight on so that it would become more convenient to use her anywhere. Could someone with skill just add the masking to one side or the other? I made 5 views all with straight on shading, and wonder if I chose the light to come at an angle, then when I flip it the light will be wrong for the other side.

I should have ask this question on character making on the webinar.

I also notice that Charb avoided that issue with his pre-order Sally character by not adding any shading to her.
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3deeguy
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Post by 3deeguy »

GCharb's female characters are gorgeous. Clearly, shadows and highlights are not necessary. If you want highlights and shadows take a look at a clip by neeters_guy. Light comes through the window. Study where the shadows are. http://youtu.be/KMXDePK1fcQ It is very effective.
Cheers, Larry
ruscular3d
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Post by ruscular3d »

Well I see that neeter broke some rules in regard of where the shadow are coming from. I had shading and shadow casting and eliminate it to bring back vector layers for shadow. I still think that an artist could overlay shadow for the primary light wherever they please and not overwhelm the model with adherence to correct shadow like Neeter example.

Otherwise I think the shading feature of the software is where the artist would want to use to control the angle of the primary source.
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3deeguy
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Post by 3deeguy »

Light is coming from your character's right side. You do understand the direction of light.
I say "Break the rules". I want a style as unique as my signature and my fingerprints. I like seeing that same thing in other people. I don't want to think like the 'herd'. If my artistic style is appealing and unique then I'm happy. I am only the best at being me.
Cheers, Larry
ruscular3d
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Post by ruscular3d »

I guess what I am trying to explain is that the artist should use the model basic overhead straight on lighting and add whatever light using the software new feature of shading or shadow to control the light source.

Even in 3D modeling when designing the character you are given a basic straight on lighting in order to see what you are making and in the final scene render, the artist set the stage and lighting.

I am only providing the character for the stage not the stage itself with directional lighting. Neeter example was demonstration of the stage with 3 light from the top right and just below waist height from the right. And the last direction went sideway over the face.

2D character building has it challenge compare to 3D, and it's no wonder that there aren't enough of them made to be sold. The issue of lighting is one and the other is that there are situation where your basic standing model won't cover all of the scene as well as a 3D model can. I see an opening to create character in the market. I went for the stereotypical one.

Scott McCloud talks about recognizing a toon smile, and yet it is far from a realistic smile yet almost everyone can identify the smile with one line and 2 dot above the line. In a toon character I ask how much of a shadow and the accuracy of a shadow do we need to suggest depth of the character ? The artist would have to decide to apply the correct lighting and forshadowing of limbs distance to suggest forward and backward mobility on a 2D plane.


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ruscular3d
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Post by ruscular3d »

BTW this is a very good question that you present here, and I am sure there will be many different thoughts on this on presenting a character.

The software default setting place the shadow and shading at 315 degree. Isn't that interesting?

What is interesting to me is that I got you looking at the shadow instead of the character so I fail somewhere and looking to fix that. Ss that is a very good question you pose and worth looking at. So I appreciate your honesty.
ruscular3d
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Re: Bikini beach Blonde character

Post by ruscular3d »

http://vimeo.com/105425666

back to the drawing board with a new character that is more in resemblance of my client.

http://vimeo.com/105413628

Trying to figure out the bounce I made one bone for the sway bounce and then attach that bone to the up and down bounce. An "L" shape bone

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ruscular3d
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Re: Bikini beach Blonde character

Post by ruscular3d »

I remade the head turn with new tools and I took a basic 3D object head model and paste a pic onto the mesh and then made a turn toon render view and use that as the rotoscope to accurately place points to match up with the turn rotoscope picture.

https://vimeo.com/105535278
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3deeguy
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Re: Bikini beach Blonde character

Post by 3deeguy »

ruscular3d wrote:I remade the head turn with new tools and I took a basic 3D object head model and paste a pic onto the mesh and then made a turn toon render view and use that as the rotoscope to accurately place points to match up with the turn rotoscope picture.

https://vimeo.com/105535278
Where did you get the 3D head model?
Cheers, Larry
ruscular3d
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Re: Bikini beach Blonde character

Post by ruscular3d »

Before I got into this I was into Hash Animation master, and so I did a lot of modeling. So I made the model of the character then I would trace the model in Anime Studio. Now I use Poser to create the character, and then use the renders of every angle to make a trace for the Anime Studio version.

I think it takes less time to rig a anime studio character than it does to rig a 3D object character. I import the poser file 3D object head into animation master to place a face portrait from the anime studio character front view of the head onto the 3D head as decal.
3deeguy wrote:
ruscular3d wrote:I remade the head turn with new tools and I took a basic 3D object head model and paste a pic onto the mesh and then made a turn toon render view and use that as the rotoscope to accurately place points to match up with the turn rotoscope picture.

https://vimeo.com/105535278
Where did you get the 3D head model?
ruscular3d
Posts: 393
Joined: Sun Dec 26, 2010 12:18 am

Re: Bikini beach Blonde character

Post by ruscular3d »

https://picarto.tv/live/channel.php?watch=CyBerLee

I started a video streaming with picarto web streaming site. I will be doing both anime studio and hash animation master to create stuff with. I have plenty of character yet to make if anyone wants to watch me in action, you are welcome to visit and ask question.
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