Rumiko for G3F [WIP]

13

Comments

  • Oso3DOso3D Posts: 15,085

    Wow, updates are very updated. Nice!

    The face on the pic on the left looks absolutely like a photo of a person.

     

  • RAMWolffRAMWolff Posts: 10,343

    Okay that was... Odd. I only got the lower-left quadrant of the normal map. Might have to reload it in Chrome.

    I use Firefox .... actually I'm using Cyberfox right now..  works fine in both of those browsers

     

  • DarkSpartanDarkSpartan Posts: 1,096
    edited August 2015

    Wow, updates are very updated. Nice!

    The face on the pic on the left looks absolutely like a photo of a person.

     

    I'll assume that's a compliment. wink

    No, really. It's nice of you to say so. DAZ thinks she looked airbrushed still, so I'm going to take some brushes to it and see what I can do with it, absent a volunteer that knows DAZ's standards well enough to fix it and show me how they did it. I have tools, but usage examples might be nice.

    Post edited by DarkSpartan on
  • Oso3DOso3D Posts: 15,085
    It is a compliment! I can't help with textures or anything, new to this, too.
  • DarkSpartanDarkSpartan Posts: 1,096
    It is a compliment! I can't help with textures or anything, new to this, too.

    I'm not exactly new to terxturing, but human skin is quite a bit more difficult to get right than metal and wood. Metal, plastic, wood? No problem.

    Skin is a completely different animal (pun absolutely intended). Honestly, I haven't even done a lot of live-creature modeling. I've made two humanoids ever, and although the first one came out pretty well, the second not so much. As it is, I may have an issue to fix in her hands.

  • RAMWolffRAMWolff Posts: 10,343

    Hands and feet, knees, elbows and other totally different skin types than the base skin can be challenging.  I added all that to Bruno eventually but it took allot of experimentation to get it just right.  I'm happy with how he looks these days but it's wasn't easy.  I'm saying this becuase sometimes challenges are good.  Getting yourself out of your comfort zone.  You lean allot that way.  Your doing great, keep going! 

  • DarkSpartanDarkSpartan Posts: 1,096
    RAMWolff said:

    Hands and feet, knees, elbows and other totally different skin types than the base skin can be challenging.  I added all that to Bruno eventually but it took allot of experimentation to get it just right.  I'm happy with how he looks these days but it's wasn't easy.  I'm saying this becuase sometimes challenges are good.  Getting yourself out of your comfort zone.  You lean allot that way.  Your doing great, keep going! 

    The problem in question was a stretching in the textures in her hands, which is why they look odd in the renders. I believe it has to do the the scaling, and the associated movement in the positioning of her hand joints. Adjusting the rigging is scary ;)

  • RAMWolffRAMWolff Posts: 10,343

    Naw, that's pretty automated.  Getting stretching then you have to mess with the textures. I STILL have some stretching on the nose of my Bruno texture and I really worked hard to get that resolved but morphs sometimes are murder on textures.  I think it's one of the reasons why DAZ loves these sepearate UV's for these shapes because the shape that was applied to Genesis is the shape that was used to texure the character so it's as tight as it can be but you morph that into anything other than that shape you may begin to see pulling and stretching here and there.  If you not into nudes then it's really no big deal allot of the time but if your into nudes then you really want that texture to be as crisp and clean as possible and the shape to be right to avoid those icky stretching issues...

  • DarkSpartanDarkSpartan Posts: 1,096
    RAMWolff said:

    Naw, that's pretty automated.  Getting stretching then you have to mess with the textures. I STILL have some stretching on the nose of my Bruno texture and I really worked hard to get that resolved but morphs sometimes are murder on textures.  I think it's one of the reasons why DAZ loves these sepearate UV's for these shapes because the shape that was applied to Genesis is the shape that was used to texure the character so it's as tight as it can be but you morph that into anything other than that shape you may begin to see pulling and stretching here and there.  If you not into nudes then it's really no big deal allot of the time but if your into nudes then you really want that texture to be as crisp and clean as possible and the shape to be right to avoid those icky stretching issues...

    I didn't do the scaling in Studio.. I did it in Maya, and that's where the problem was introduced. Her hand grasp and Fist poses weren't working either.

  • DarkSpartanDarkSpartan Posts: 1,096

    Well, that's sorted now. I apparently got a little clicky when selecting rigging options, and the project is back on track.

    Anyone up for some fresh renders?

     

    RumikoFaceAPromo.png
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    RumikoFaceCUA3DLPromo2.png
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  • DarkSpartanDarkSpartan Posts: 1,096
    edited August 2015

    One more then... I had to brighten this one just a bit. I still need to poke at the textures a little bit, but it shouldn't be much longer before I start setting up the files for packaging.

    RumikoInsideIray.jpg
    960 x 1248 - 1M
    Post edited by DarkSpartan on
  • RAMWolffRAMWolff Posts: 10,343

    What a huge difference from when you began.  She looks very cute and her skin is a very nice tone now! 

  • wizwiz Posts: 1,100

    If you want to get skin colors right, learn L*A*B (also sometimes written LAB or CIELAB) color. That system separates intensity (L) from color coordinates, and it's absolute, none of this tinkering around with RGB values that vary depending on what color space you've set PhotoShop to. It's easy to get a feeling for the A and B values, and you paint mostly L to detail and add "wear regions" (you also slightly increase A in wear regions).

    A good starting point. These are pretty broad, breaking most of humanity down into three groups. This is from an NIH study of 237 people.

      L A B
    Asian 59.5 8.6 19.6
    Black 47.3 9.4 20.1
    White 65.0 7.1 17.4

     

         
         
         
         
  • Oso3DOso3D Posts: 15,085

    Agreed, great!

     

  • DarkSpartanDarkSpartan Posts: 1,096
    edited August 2015
    wiz said:

    If you want to get skin colors right, learn L*A*B (also sometimes written LAB or CIELAB) color. That system separates intensity (L) from color coordinates, and it's absolute, none of this tinkering around with RGB values that vary depending on what color space you've set PhotoShop to. It's easy to get a feeling for the A and B values, and you paint mostly L to detail and add "wear regions" (you also slightly increase A in wear regions).

    A good starting point. These are pretty broad, breaking most of humanity down into three groups. This is from an NIH study of 237 people.

      L A B
    Asian 59.5 8.6 19.6
    Black 47.3 9.4 20.1
    White 65.0 7.1 17.4

     

         
         
         
         

    Thank you. That will come in handy, especially since a large portion of the rest of the planned cast is farily broad in terms of skin tone.

    Post edited by DarkSpartan on
  • DarkSpartanDarkSpartan Posts: 1,096

    Okay, then... First test renders with the new split morph are below. She doesn't quite look the same, but she'll now come with separate head and body morphs as well as a full character dial. For a wonder, it's all working!

    I'll probably make a few minor adjustments to her face before it's all over, but at this point we're all good.

    RumikoNewTest.jpg
    960 x 1248 - 830K
  • 8eos88eos8 Posts: 170
    wiz said:

    If you want to get skin colors right, learn L*A*B (also sometimes written LAB or CIELAB) color. That system separates intensity (L) from color coordinates, and it's absolute, none of this tinkering around with RGB values that vary depending on what color space you've set PhotoShop to. It's easy to get a feeling for the A and B values, and you paint mostly L to detail and add "wear regions" (you also slightly increase A in wear regions).

    A good starting point. These are pretty broad, breaking most of humanity down into three groups. This is from an NIH study of 237 people.

      L A B
    Asian 59.5 8.6 19.6
    Black 47.3 9.4 20.1
    White 65.0 7.1 17.4

    Thanks for posting this, it looks pretty useful :) I was doing some searches a few months ago and came across this discussion on another site: http://community.thefoundry.co.uk/discussion/topic.aspx?f=32&t=74571 which also talks about LAB color and suggests that A channel correlates with hemoglobin content in skin, and B channel with melanin. Based on that I did some experiments with separating the LAB channels on some skin textures and recombining them in various ways in the Iray uber material, but I didn't get very far with it.

  • fred9803fred9803 Posts: 1,565

    I like this character very much DarkSpartan. A typically Asian face but not overdone. Good work.

  • DarkSpartanDarkSpartan Posts: 1,096
    edited August 2015

    If I can  get the last issue taken care of (her hands and feet fade the color nearly completely), she should be good to go :)
    She comes with head and body morph, glasses (in five colors), and skin texture, and makeups are being worked on. Those will be mostly pastels, although I may do some sort of earthtone to go along with.

    Right now, she will have a half-dozen options for fingernails, lipsticks, blushers, eye colors, and so forth. Nails are in several gemstone colors (Tourmaline, Ruby, Amethyst, Emerald, Sapphire and none), Lipstick, blush and eyeshadow colors are TBD.

    If you have a request, it'll be considered.

    Post edited by DarkSpartan on
  • DarkSpartanDarkSpartan Posts: 1,096

    Sorry for the double post, but I forgot to include a face shot. 

    RumikoHeadPromo.png
    960 x 1248 - 1M
  • RAMWolffRAMWolff Posts: 10,343

    She looks really great!  yes

  • 8eos88eos8 Posts: 170

    Yep, last few renders look pretty great to me too. Really cute character. :)

  • DarkSpartanDarkSpartan Posts: 1,096

    All I have left is makeup for the primary pass, and she'll be ready for her next round of testing. Depending on what I hear from the gang at DAZ, I make have to mess with the textures a bit more, but I think she'll do okay. I'll put up a couple of renders for makeup and such over the next couple of days.

    Now to find someone that knows more about 3DL than I do...

    Shoudln't be too hard.

  • nicsttnicstt Posts: 11,715

    Don't forget a bikini. :p

    She has a great shape, but agree over the skin; green. Sort that out and I'm a customer.

    argel1200 said:

    The sad thing is she's the best Anime figure I have seen in years. Maybe targeting some of the specific steroptypes is the way to go. I think Rumio is good enough to do a bundle with. You should hit Stonemasonup to see if he has any new mechs in the pipeline. And a sci-fi outfit to go with it under his StreetWear label.Maybe two outfits -- one for the mech and one for the command center. Or three -- once for casual time. Then throw in a new hairstyle. I'd buy that bundle in a heartbeat (some kind of slice of life bundle would also work). Anyway, great character!! I hope you do a couple more Anime inspired ones. DAZ has yet to one that works well since A3 (maybe A4, but Aiko has turned into more of a gaming style figure).

     

  • 8eos88eos8 Posts: 170
    edited August 2015
    nicstt said:

    Don't forget a bikini. :p

    She has a great shape, but agree overx the skin; green. Sort that out and I'm a customer.

    Are you talking about the renders on the first page? Because the last 5 that were posted starting at August 10th look perfectly fine to me, no green tint at all. 

    Post edited by 8eos8 on
  • DarkSpartanDarkSpartan Posts: 1,096
    edited August 2015

    Timmins, per your rather frequent request, I'll be adding a face texture without eyebrows :) I don't have the tools handy to make options so much, so I'll be packing her with and without.

    Assuming the texture still looks passable after that much healing brushwork, at any rate.

     

    Post edited by DarkSpartan on
  • Oso3DOso3D Posts: 15,085

    Haaa! Nice.

     

  • DarkSpartanDarkSpartan Posts: 1,096

    Here's the end result.

    Yes, those purple eyes will be an included option.

    I've also got an advance promo :)

    RumiHeadNoBrows.jpg
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    RumiPoolhousePromo.jpg
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  • argel1200argel1200 Posts: 760
    edited September 2015

    Here's the end result.

    Yes, those purple eyes will be an included option.

    I've also got an advance promo :)

    So will we be seeing her in the PA sale?!

    Post edited by argel1200 on
  • argel1200 said:

    Here's the end result.

    Yes, those purple eyes will be an included option.

    I've also got an advance promo :)

    So will we be seeing her in the PA sale?!

    Unfortunately not. I'm having some issues getting the textures up to what DAZ likes to see. Still working on her though, as well as a couple more that I'm building tex for. I'll post a new combined render a bit later tonight. I did make some changes in her base shaders, so she'll look a bit different than the usual-- Working on a Toon version on the off-chance that DAZ will like that better.

    If I do that, I may make the base textures available as well.

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