Metaseq Projection tutorial - Printable Version +- Sword of Moonlight Forums (https://forum.swordofmoonlight.com) +-- Forum: Sword of Moonlight (https://forum.swordofmoonlight.com/Forum-Sword-of-Moonlight) +--- Forum: SOM Guides, FAQ and Help (https://forum.swordofmoonlight.com/Forum-SOM-Guides-FAQ-and-Help) +--- Thread: Metaseq Projection tutorial (/Thread-Metaseq-Projection-tutorial) |
Re: Metaseq Projection tutorial - airflamesred - 2011-05-26 A hairless John Barry. I can't for the life of me get a likeness yet (a bewildering lack of photos considering the man's musical stature). The lashes will be polys and his hair will be trans mapped on to planes. This will be good practice for when I tackle a mesh of my daughter. She has the curliest hair ever! Re: Metaseq Projection tutorial - Verdite - 2011-05-26 Very, very nice. Can you add Mick Huckenall? He'd be good as a custom enemy! Just kidding Mick. Like your music... Sometimes. Re: Metaseq Projection tutorial - HwitVlf - 2011-05-26 That's pretty sweet that you're making models of your family. When I was in an art class at college I did a drawing of my wife; I never thought it looked quite right by she still treasures it. It's an amazing talent to be able to copy a human in 3D that well; there's so many subtle nuances that have to be just right. It looks quite a bit like John Barry to me, and I expect adding hair will make it even more recognizable. The upper lip especially seems spot on to me. It may just be the camera angle, but the bust's brow ridge seems more 'rounded', whereas it struck me in John Barry's picture, how cubic and straight his features are- his brow ridge and mouth are both very straight and perfectly parallel (as humans go). Even his head is especially rectangular as opposed to oval. Impressive! Re: Metaseq Projection tutorial - airflamesred - 2011-05-27 Thanks guys. That is one of the ref pics I used. I think its as close as I can get with vert movement though I am thinking abouy cracking open the sculp tools. Re: Metaseq Projection tutorial - airflamesred - 2011-06-03 Using the hair pluigin, as here, is going to be too expensive poly wise. About 250k polys atm, meta is creaking (display wise). I grew it on one poly and then cloned and then guess............... Combed it with the magnet! I'm not keen on where it joins to the scalp so back to the drawing board. Re: Metaseq Projection tutorial - HwitVlf - 2011-06-03 I guess that's why you don't see very many models with individual strands of hair, but I'm still amazed it's 250K polygons. It looks very lifelike to me, though a little thin. All the models I've seen have cartoon 'helmet-hair' so I'm really clueless how it's handled for life-like stuff. Re: Metaseq Projection tutorial - airflamesred - 2011-06-04 Blender uses some paticle system but i'm not sure about the technology. I had a re think and got the paint panel out. 8000 strands 1 poly cross section. Done in one take, so to speak. Its a bit too fuzzy. Anyone got a comb?!! Re: Metaseq Projection tutorial - airflamesred - 2011-08-01 Back to the topic Re: Metaseq Projection tutorial - airflamesred - 2011-08-01 and...... Re: Metaseq Projection tutorial - airflamesred - 2011-08-01 Clearly overlapping occurs where there isn't enough room to expand in to but it does make everything accesable. It seems an eternal choice of seam or stretching - The choice is yours my friends. I recall someone asking about reverse selection; ie selection in UV to select the model. One I just found is ctrl/shift and left click on UV face selects the shell and is a genuine ploy select on the mesh. |