Saturday, December 12, 2009
Friday, December 11, 2009
Wednesday, December 9, 2009
Tuesday, December 8, 2009
Step 3 Progress (2)
Here she is with face and hair. By the way, I used this tutorial to help make the hair and this reference image for the facial size and textures. I think she looks much better than before. :-)
Step 3 Progress (1)
Okay, I was out of commission there for a while due to a dead monitor. But I've been able to borrow one and I'm back in business! I met with Anne yesterday and she helped me pin down (tupu pins, ha!) the kind of outfit that an upper-middle class female in Kuzco might have worn. I have run across several issues, though (apart from my dead monitor):- Clenching teeth in the original model. I'll try to go in and fix this. I guess I didn't notice them as much when she was blue. While I'm in there, I could try and scale the head to make it more round too...
- "Swishing" skirts and shawls. The only way to have these cloth pieces move in real-time (inside Ogre) is to use a physics engine. Meaning, I can model them, but if I do, they will not "swish" as the woman walks. So, I think my current plan of attack will be to model the fixed clothing items (belt, headband, pouch tucked in belt, sandals), and then see how much time I have left from there to work with the physics.
- Potential clipping of polygon meshes, specifically between her hair and her head. When I go to attach the model to a skeleton, I'm guessing the hair is going to have a ridiculous mind of its own and clip through her head in odd ways. Either I can paint waits to try and fix this, or the hair strips could be simulated in real-time with the physics engine (along with the skirt and shawl.
Friday, December 4, 2009
Step 2 Progress (2)
Step 2 Progress (1)
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