Obligatory Anime Bunny Girl V. 2.0

Quidam gallery

Moderator: Moderators

Obligatory Anime Bunny Girl V. 2.0

Postby Nave on Wed Jan 13, 2010 6:05 am

Image
Image

This is the second version of my Obligatory Anime Girl figure.
The first version can be seen here http://www.n-sided.com/forum/viewtopic. ... unny#p1613
and dowmlaoded from the QUI bank

But whle my first version was a rework of the Quidam Anime figure, this is an from scratch model created in Cinema 4D.
The Quidam anime figure is fun but not really in the anime style, and teh hands are inexact. Meanwhile Daz' Aiko figure leaves also a lot to desired.
So I may as well do it myself.
Finally done!
I am sick and tired of looking at referance images on the internet, and it a pain to get the eyes both animelike and posable.

The figure still needs to be UV mapped, imported into Quidam and then posted in the download section as a freebie.
Still a bit of work until then. Including testing a skeleton to change the shape of these and mouth.

I have swapable ears, noses, hairs, shoes and feet, for the figures, so someday I hope to make this a native quidam character when charcter creation tool are made avaible.

Suggestions are appreciated.

Obligatory Anime Bunny Girls.
Its the LAW
Nave
 
Posts: 81
Joined: Wed Mar 29, 2006 2:30 am

Re: Obligatory Anime Bunny Girl V. 2.0

Postby Pierre on Fri Jan 15, 2010 1:46 am

Hi Nave

Very well done and nice figure! Congrats!

Just a few comments, if I may:
The natural hand position is not exactly in the continuation of the forearm. Stretch your arms and you will see that they shift a little below the forearm.
The legs are a bit too straight and symmetrical...

The Quidam anime figure is fun but not really in the anime style, and the hands are inexact.

Manga Style extends on a very large range and you can obtain a multitude of very convincing Manga characters from Sakura, the QUIDAM Manga girl, don't you?
And what do you mean by "and the hands are inexact"... uh?? :cry: :oops: Would you like to compare Sakura's hands to yours? :twisted: :wink: :P
Seriously, don't forget that's a very low poly character.

Again thanks for you very nice character!

Happy New Year to all of you!

Pierre and N-Sided crew
Pierre
Administrateur - Site Admin
 
Posts: 76
Joined: Fri Mar 03, 2006 5:01 pm
Location: Paris

Re: Obligatory Anime Bunny Girl V. 2.0

Postby Nave on Fri Jan 15, 2010 4:16 am

As you said Sakura is a VERY low poly figure.
That is root of comment.
I did not mean that Sakura is not accurate, it just that I like more control over my figures.
And yes I agree that you can get a wide range of styles with Sakura - After all i did create the original OABG v1 for Sakura :)

True for the new version I could have chose to subdivide Sakura, but I wanted to make a figure that fit my intention and was 100% my own that I could distrubute freely. Also I have a few ideas I about custom skeleton to test out and this is my test bed, including bones to contols eyelids and eye position, which Sakura lacks.
At least for the very specific style of anime I am trying to replicate.

Other issues? Well I had a difficult time shaping the eyes It seem they not dense enough in areas I wanted more control (IE the top and botton arc, and outter corner of the eyes) and too dense where I did not want vertices. (IE the lacrimals especially in the Pro Woman mdel. of course that to be expected since it is a realistic model.)
It is very difficult to change the eyeballs even with Charactacture mode on, as they keep on reverting to their original size.
As for her hands, as you said, she is very low poly. While my OABG is low poly, it is still denser than Sakura- especially in her hands. Overall, OABG2 has about 30%-40% more polys than Sakura.

In any event I will be tweaking the hands and legs. As soon as I finish a few real world work projects that actally get paid for :)

Although I may just do the final tweaking in Quidam - it is still by far the best tool to edit subdivided meshes. Most other packages -including Cinema 4D - grind to a halt trying to do it!

Thanks for your suggestions Pierre!
NAVE
Last edited by Nave on Sat Jan 16, 2010 3:05 am, edited 1 time in total.
Nave
 
Posts: 81
Joined: Wed Mar 29, 2006 2:30 am

Re: Obligatory Anime Bunny Girl V. 2.0

Postby Nave on Fri Jan 15, 2010 8:35 pm

Image

I think these were the edits you mentioned Pierre.

I also took the oportunity to demonstrate another hair style.
Nave
 
Posts: 81
Joined: Wed Mar 29, 2006 2:30 am

Re: Obligatory Anime Bunny Girl V. 2.0

Postby Pierre on Tue Jan 19, 2010 6:19 am

Nicely done Nave !
Can we have some wireframe views of this pretty girl ?

Cheers
Pierre
N-Sided
Pierre
Administrateur - Site Admin
 
Posts: 76
Joined: Fri Mar 03, 2006 5:01 pm
Location: Paris

Re: Obligatory Anime Bunny Girl V. 2.0

Postby Nave on Wed Jan 20, 2010 11:16 pm

Thanks Pierre!
Here is the wireframe of the unsubdivided unclothed mesh.
I tested it out in Quidam and I put more vertices in the shoulder and knees so it bend realistically
Building ot parts makes updating the figure much easier but makes setiing up the UV a pain.
Stll working on the UVs

Image


I will be more than happy to send you a copy of the WIP mesh if you wish to make suggestions
Nave
 
Posts: 81
Joined: Wed Mar 29, 2006 2:30 am

Re: Obligatory Anime Bunny Girl V. 2.0

Postby Crystal Noir on Fri Jan 22, 2010 11:02 am

Great job !
Crystal Noir Creations : Site informatif, tutos vidéo, Quidam, Cinema4D...

http://crystalnoir.free.fr/
Crystal Noir
 
Posts: 145
Joined: Mon Mar 09, 2009 10:14 pm


Return to Users gallery

Who is online

Users browsing this forum: No registered users and 1 guest

cron