This was Phina's reference from Tsampikos that I used for her 3D model, found in my gallery.
I'm (re)posting this here so that you can compare. There are a fair bit of differences still that I intend to adjust. Actual hair and fluff isn't yet easily rendered with Octane since everything needs to be a solid mesh. Phina is still yet far from completed, I'll be reviseing her once I've further advance my skills with my next character model.
I hope to have true rigging in my next one as well. - One step at a time though. - Reinforce my learning with the next one, and then take one step forward at the end .. repeat until I have a strong skillset.
Artwork by
Tsampikos
I'm (re)posting this here so that you can compare. There are a fair bit of differences still that I intend to adjust. Actual hair and fluff isn't yet easily rendered with Octane since everything needs to be a solid mesh. Phina is still yet far from completed, I'll be reviseing her once I've further advance my skills with my next character model.
I hope to have true rigging in my next one as well. - One step at a time though. - Reinforce my learning with the next one, and then take one step forward at the end .. repeat until I have a strong skillset.
Artwork by
Tsampikos
Category All / General Furry Art
Species Rabbit / Hare
Size 587 x 800px
File Size 76.9 kB
Thank you,
Credit goes to Tsampikos for the adorable looks, my goal was to achieve a look close as I could to her original design. Translating into 3D requires being able to imagine the form of every slightest curve of every inch of her figure, then forming a mesh to that shape. The reference sheets are only used as the most basic starting point.
I've recieved a bit of feedback from Tsampikos and have to agree with his suggested adjustments. Although its technically impossible to achieve a perfect match, Theres always room improvements. wait till you see my next one, once I get a chance to even start.. the results will be a whole step further.
Credit goes to Tsampikos for the adorable looks, my goal was to achieve a look close as I could to her original design. Translating into 3D requires being able to imagine the form of every slightest curve of every inch of her figure, then forming a mesh to that shape. The reference sheets are only used as the most basic starting point.
I've recieved a bit of feedback from Tsampikos and have to agree with his suggested adjustments. Although its technically impossible to achieve a perfect match, Theres always room improvements. wait till you see my next one, once I get a chance to even start.. the results will be a whole step further.
It seems a bit weird Octane can't render the particle system. Hmm, I wouldn't know for sure since I haven't used Octane, but it still seems a bit weird. Either way, it's really nice to see such a great 3D model compare so closely to its original reference and I can't wait to see everything completed ^w^
Octane is still beta, it uses the GPU memory so its limited to mesh and texture data only, They're just about to release mesh instancing, but actual particle systems are still on the todo list. Hair, fur and grass can be created using fine meshes but its too time and resource comsuming, i'm waiting for actual true support before I'll create them.
..Soon, Particles will be supported, Octane is a work in progress.
..Soon, Particles will be supported, Octane is a work in progress.
If you are interested simulating a low-poly hair effect in 3D without a hair plugin, I recommend using a transparency and bump map method. I saw a great tutorial a few years ago, but lost the link and cannot locate it, but there are numerous others that are similar available on the internet. The only problem is that you have to UV map the hair texture onto the polygons and the easiest way to do that is to do the UVing with flat polygons before you shape the mesh. You will likely have to redo the hair completely with that method, but it can get really good results if done right. If you can't find a good one, let me know and I can post a replication of the tutorial method on my FA. Here is a sample of that method that I threw together: http://www.furaffinity.net/view/6944867/
Yes, I've practiced the technique a few times. That will be one of the many changes I make when I revist these figures in the future, My goal is the learn the core core steps, then come back and work on the fancy, fiddly / shiny decorative bits later.
My learning checklist for Character Modeling and Animation
Modeling - Done, needs more practice
Sculpting - Done (not practiced) - Will use later for further detail.
Textures - Done, needs more practice
Rigging - TODO
Animation - TODO
Hair and Fur - TODO
Environments and props - Done (not practiced)
Now, lets see what happens once I get em all checked off..
My learning checklist for Character Modeling and Animation
Modeling - Done, needs more practice
Sculpting - Done (not practiced) - Will use later for further detail.
Textures - Done, needs more practice
Rigging - TODO
Animation - TODO
Hair and Fur - TODO
Environments and props - Done (not practiced)
Now, lets see what happens once I get em all checked off..
FA+

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