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Post by XxSuperShadicxX on Oct 19, 2013 17:59:45 GMT -5
I'll work on Chibi Sonic later, and fix up Gon some other time. I took a long break for no reason, just didn't feel like or know what to model. I started Killua from Hunter x Hunter, today, and finished this much in around two hours. Slow, but I kept remodeling things. I decided to just borrow Gon's legs. Some things need fixing, like the shoes, leg height, and maybe the pants.
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Post by XxSuperShadicxX on Oct 19, 2013 20:24:05 GMT -5
Colored
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silvicthdx
Full Member
Animator, modeler, concept designer
Posts: 147
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Post by silvicthdx on Oct 20, 2013 14:07:42 GMT -5
Cool. Too bad it's not that easy to find good reference images D: Can't wait to see the final version xD
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Post by Amnimate on Oct 21, 2013 12:14:14 GMT -5
Ohey, silverthdx. Pretty much what he said. If reference images aren't 1:1 don't trace over them, just use them as reference. Nice! Although, I think his legs need to be thicker, his knee caps are still pop out a bit too much, and the neck part needs to be thicker. I like modeling the head first to get proportions right, and get the hard part out of the way first
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Post by XxSuperShadicxX on Oct 21, 2013 17:28:45 GMT -5
Okay. I made the base of the head. Looks strange without everything else. I hope it looks good when it's done. Took me quite a while, but at least it has good edge flow now. He looks very elf like, so I'll have to edit the ears a bit., and push them in or something - there's too much of that connecting area in the front. And I fixed up the body a bit The hands need some work though, but I think they look a bit better than last time
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Post by randomxfirerecording on Oct 22, 2013 17:41:41 GMT -5
You ought to model some folds in the shirt
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Post by Amnimate on Oct 23, 2013 23:52:09 GMT -5
^ Yeah!
Also, if you're planning to cel shade this, exaggerate the folds on the shirt so they show up in the cel shading. Also, make the shirt fold outline a part of the shirt texture. That's how they do a lot of the minor outlines that don't get picked up in Naruto Storm and DBZ games.
And as for the hands, the finger tips could be a bit rounder.
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Post by XxSuperShadicxX on Oct 26, 2013 16:50:15 GMT -5
Okay, thanks. And the hair looks pretty hard to model. I know there's the option of just doing a simple spiked ball like in the psp game, but that would look bad. I'd rather have something more resembling and detailed. Should I just make a spiked ball and then edit each pyramid thingy from there?
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Post by XxSuperShadicxX on Oct 27, 2013 12:03:50 GMT -5
This is just a bunch of stuff added quickly. I messed with the hair a bit, and it obviously looks bad. I filled in the hole of the eyes and then added a separate mesh for the pupil. None of this stuff is final, I just wanted to see it a bit more finished-ish. It clearly looks silly right now.
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Post by Marble (LS5) on Oct 27, 2013 12:16:09 GMT -5
Model each hair separately dood
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Post by XxSuperShadicxX on Oct 27, 2013 13:14:31 GMT -5
Okay, that's probably the best approach. But will it look okay? Like lighting and stuff.
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silvicthdx
Full Member
Animator, modeler, concept designer
Posts: 147
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Post by silvicthdx on Oct 27, 2013 13:38:37 GMT -5
I'd recommend you to use cylinders. You can apply FFD Box modifiers to them, and make them spiky. Then make several copies of the cylinders and place them in the right places and make some changes when necessary. Also, try to create eyelashes and apply some kind of cell-shading material to it. Anime models always look a little bit strange without eyelashes and cell-shading, they really make the difference. Try to add eyebrows too. These are simple detail but once you do these stuff, it will look alot better and you will feel more comfortable =P
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Post by Amnimate on Oct 27, 2013 14:03:42 GMT -5
For the hair, if you have the time, the best idea is to model the spikes seperately (IMO). Plus, that's what they did in Naruto Storm, and that looks true to the show. The thing is, don't rely on cel shading. When it comes to cel shading, it's all on the model. So keeping good topology and a good shape to you're model is the key to good cel shading. Also, on the face, I forgot to tell you this but if you think you have enough skill, edge to edge is the best way to do it. It's tough, and requires a lot of skill, but keeps a good looking model and good topology.
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Post by randomxfirerecording on Oct 30, 2013 21:31:19 GMT -5
I do most modeling edge to edge, just because I like being able to make every little piece the right shape as I go
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