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travellingmatt
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Post subject: Re: Nia Posted: Sun Aug 16, 2009 5:05 am |
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Joined: Mon Apr 14, 2008 12:32 am Posts: 952 Location: Scotland
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Rotation in what axis? Do you mean the long xis of the forearm?
Matt
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travellingmatt
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Post subject: Re: Nia Posted: Mon Dec 21, 2009 5:40 am |
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Joined: Mon Apr 14, 2008 12:32 am Posts: 952 Location: Scotland
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OK,
Kbot has brought up the subject of NIA's appearance again, so I have been thinking about it some more.
My current thinking is this:
She should be attractive without being beautiful, average height or slightly below, age anywhere between mid-twenties to mid-thirties. Ethnically, a mixture of the three main human groups, and colour-wise non-descript, that is to say a dark coffee colour, so as to be most representative of everyone.
Build should be reasonably athletic, but not skinny. She should be rounded rather than angular, to be more 'mumsy'. Obviously feminine, in that she should have broader hips and a reasonable (though NOT excessive) breasts.
I have attached some thumbnails of hairstyles. Personally, I think the hair should be either in a short bob, held up in a bun or the like, or at least held back ffrom the face. This is more a technical issue than one of aesthetics, as it makes it easier to control. It is important that the hairstyle seem casual, rather than a style statement, have a good degree of cohesion, so it doesn't fly all over when she moves, and still have a friendly feel to it.
As far as clothing goes, I would opt for something akin to the trouser/top sets worn by Indian women, with some form of toga over the top. This gives the flow of the clothing, but keeps it as a relatively simple shaped piece of cloth, so the cloth sim can handle it, whilst giving us a controlled 'undergarment' that covers all the pertinent bits regardless of what she is doing.
Any thoughts, or shall I go ahead a do a rough drawing or model to demonstrate?
Matt
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thumb_20090528172335_frisur-61.jpeg [ 4.81 KiB | Viewed 309 times ]
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thumb_20090528170740_frisur-42.jpeg [ 4.19 KiB | Viewed 309 times ]
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thumb_20090220204231_frisuren-2009-kollektion-18-von-hairdreams.jpeg [ 4.44 KiB | Viewed 309 times ]
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thumb_20090115153647_frisurenkollektion-icons-2009-15-by-kpo.jpeg [ 4.26 KiB | Viewed 309 times ]
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thumb_20080708160005_hairszenario-frisurentrends-46.jpeg [ 3.84 KiB | Viewed 309 times ]
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thumb_20080509143328_kuhn-frisuren-collection-fruehling-2008-4.jpeg [ 4.89 KiB | Viewed 308 times ]
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thumb_20080408131803_frisurentrends-2008-diva_yulia_01.jpeg [ 4.75 KiB | Viewed 307 times ]
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thumb_20080331213938_hairextensions_von_verlocke!-20.jpeg [ 4.27 KiB | Viewed 307 times ]
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kbot
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Post subject: Re: Nia Posted: Mon Dec 21, 2009 11:28 am |
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Joined: Tue Sep 11, 2007 4:46 pm Posts: 799
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Thanks TM - you can put some sketches up if you want, currently I am trying for the UV texture of the hair as based per your storyboard. I am doing a rough trial concept first (based on a humble sphere) and then I can progress to a real humanoid mesh. I have a hunch that in future the "hair" base can be allowed to use some particles.
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kbot
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Post subject: Re: Nia Posted: Mon Dec 21, 2009 3:32 pm |
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Joined: Tue Sep 11, 2007 4:46 pm Posts: 799
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Ummm . . . the fourth Halle Berry look as per my own counting . . . just doesn't hit the mark. My limited of knowledge of the particle system does find it feasible though.
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travellingmatt
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Post subject: Re: Nia Posted: Tue Dec 22, 2009 2:42 am |
| Lead Character Designer |
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Joined: Mon Apr 14, 2008 12:32 am Posts: 952 Location: Scotland
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Interesting choices. My first choice from a purely practical point of view is No4. It is tight to the head and will need little if any animation. My thought on these are: 1) A bit modern, and will need very good animation. 2) A bit scragged back from the face. Perhaps too unfriendly. 3) Quite exotic but the long bangs might cause animation nightmares unless hand animated. 4) Neat and easy but might not be mumsy enough. 5) Classical but very impractical to animate. 6) A bit modern. Again not very mumsy. 7) Practical and classical. Not very mumsy but could work.  Classical but casual. Can't see the front, but with some wispy bangs could look quite soft. It also has the possibility of movement without going everywhere. Matt
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travellingmatt
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Post subject: Re: Nia Posted: Tue Dec 22, 2009 1:46 pm |
| Lead Character Designer |
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Joined: Mon Apr 14, 2008 12:32 am Posts: 952 Location: Scotland
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Kbot,
I did a bit of testing some time ago on mesh hair, and I found it works best with a lot of separate sections of hair layered one over the other, each with a similar or identical hair image UV mapped to it. Using a single mesh section mapped with a texture requires the most huge texture map to be used, and slows the system to a crawl.
I did have a better test, but I can't find it. This one uses a single small mesh with multiple copies in separate lattices. Didn't work the way I hoped, cos you can't make a lattice work well as a softbody, but it shows the principle.
Matt
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kbot
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Post subject: Re: Nia Posted: Tue Dec 22, 2009 6:12 pm |
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Joined: Tue Sep 11, 2007 4:46 pm Posts: 799
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Thanks TM - I have downloaded what you had. I will trial it out tonight. Amazingly, I although of this myself, but figured then that if it took a month of Sundays to render hair that is "real-life", then so be it. And now I have my own doubts as well. Not sure why, but Christmas break is meant to be well a break, and for me a break is what'll I spend some time on Blender and OWF.
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travellingmatt
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Post subject: Re: Nia Posted: Wed Dec 23, 2009 1:55 am |
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Joined: Mon Apr 14, 2008 12:32 am Posts: 952 Location: Scotland
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Kbot,
no problem. Wish I could spend more time on Blender over the hols, but I always seem to be so busy with the kids.
One point to check before going too far: I'm not sure, but it might be that a softbody mesh needs to have volume, not just surface, so that it can have mass. If that is the case, you need to make each part of the mesh into a 3d shape, rather than a curved plane, as I did in that test.
Merry Christmas to everyone, by the way.
Matt
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travellingmatt
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Post subject: Re: Nia (Warning: Nudity) Posted: Thu Feb 18, 2010 3:46 pm |
| Lead Character Designer |
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Joined: Mon Apr 14, 2008 12:32 am Posts: 952 Location: Scotland
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Here's a first rough model for Nia. Apologies for the nudity, but we have no decision for clothing, and she is not anatomically complete, so I thought there would be no harm done. (Correct me if I'm wrong and I'll remove the post) (Edit) Looking her over again, I will have to shorten the lower leg, as it is too long, and increase the front to back dimensions of her head, as it is too flat. I also need to lengthen the arms a bit, and I may add a little fat to them too, to match in metter with the hips and legs. She matches the written description so far, but I need feedback as to any major issues with the build before I do any more detailed modelling. Matt Attachment:
front.jpg [ 132.15 KiB | Viewed 9 times ]
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back.jpg [ 126.1 KiB | Viewed 11 times ]
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side.jpg [ 97.36 KiB | Viewed 5 times ]
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travellingmatt
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Post subject: Re: Nia Posted: Sun Feb 21, 2010 2:45 pm |
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Joined: Mon Apr 14, 2008 12:32 am Posts: 952 Location: Scotland
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Updated images and link to 360 degree view: http://www.vimeo.com/9607335Attachment:
front.jpg [ 13.83 KiB | Viewed 9 times ]
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rear.jpg [ 13.02 KiB | Viewed 5 times ]
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side.jpg [ 10.52 KiB | Viewed 139 times ]
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hand.jpg [ 20.96 KiB | Viewed 14 times ]
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travellingmatt
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Post subject: Re: Nia Posted: Wed Mar 17, 2010 2:40 pm |
| Lead Character Designer |
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Joined: Mon Apr 14, 2008 12:32 am Posts: 952 Location: Scotland
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Nearly a month, and no comments or psts about this?
Matt
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