View Full Version : Akira Kaneda
jasabushi
02-17-2009, 11:43 PM
here is the character i have doing for the past 2 wks. Was wondering how should I do the hair. Should I add plane polygons or just draw from top of his head?
jasabushi
03-19-2009, 12:30 AM
here is the update...
jasabushi
03-19-2009, 02:38 AM
here it is w/ AO...i had AO before but i made the opacity low cause it was too dark...
rburke
03-19-2009, 09:37 AM
looking good so far the bike model is spot on. This is one of my fav movies ever, i would keep working on this a lot it would be a good portfolio piece with enough polish. One thing i would suggest is rescaling the decals they seem in the wrong place. and also pain in a rim. The wheels right now are all tire, but in the movie they definitely have a rim , and its sort of lit up and leaves those trails behind. I think the bikes are actually magnetic driven in that movie. Kaneda is looking cool so far, but i would keep working the texture of the clothing. While it was a hand drawn animation, i think that for a 3d model you should push the detail a bit beyond the movie, making his jacket seem more like leather, more folds and wrinkles. Its looking cool though ill keep my eye on this one.
I agree, detail pass for sure. This could come out awesome. Try adding in some noise and more subtle paneling into the body work.
jasabushi
03-19-2009, 10:41 AM
maybe adding a spec map to the jacket would make the leather seem more leathery...just a thought
rburke
03-19-2009, 11:24 AM
yeah it would probably help although im not sure if its realyl needed on the character. The bike however would benefit from a spec map after the color texture has been completed. I agree that some subtle paneling would be great looking. A good piece to be working on its very interesting to have a character posed on a vehicle.
jasabushi
03-19-2009, 12:24 PM
The thing is...that picture i posted w/ the bike is real time image.. no lighting whatsoever..
for the bike, it doesn't show the spec lights
jasabushi
03-19-2009, 01:29 PM
I don't think there is light around the tire... i think it only activates when it is running
and the decals should the right size...i kinda fixed it by decreasing tab bit... but it is pretty big...
I was going for more of teh 4 image pose... of course the bike is tilted
BrandonJenkins
03-19-2009, 01:37 PM
Looking good so far. What I see right now is that his posture looks unnatural. His left arm looks like it's floating out in space awkwardly, and his back feels really stiff. Try slouching him a little bit and rest his left arm on something, whether it's the bike or his leg.
jasabushi
03-19-2009, 01:43 PM
Here is the update...
rburke
03-19-2009, 02:54 PM
id say mix the decals under the ao or shading pass on your texture. right now they seem like they are fullbright and not affected by the shading on the rest of the texture. should be a simple layer swap. Also the cannon decal seems cut off. Its looking better though. The light on the wheel thing is only when its on you can see it when he first starts up the bike when they take off from the alley. think i may watch it today.
jasabushi
03-19-2009, 05:42 PM
For decals, I don't know if i can just swap layers... they are all alphas... so...
what is the easy way to make it seem like it is part of the bike....???
rburke
03-20-2009, 05:12 PM
well if they are decals then prob just paint the shadows into them otherwise you could do a vertex color or something. There would be another way to address it also by making a second uv set for each decal. Then placing those uv's in the corresponding location to their location on the bike texture. You could then assign the bike texture to the second uv set and mix it into the decal using a layered texture. This way could move the decals around and the shading would be based off the bikes texture. That is prob to much hassle at this point though so i would say just paint them.