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File: elastigirl2[1].jpg (141.48 KB, 1100x470)
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How do I model her hair ?
This will be ingame so it has to be polygons, but high polygon count will be okay.
>>
its not a character for a game so whats your point?
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>>490394
I'm gonna make a porn game.
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>>490393
her hair is breddy simple considering it doesn't sashay like Violet's, just make it as a 2 bang cap that meets in the back and use alpha maps for the strands in the front.
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>>490400
I can't really get the volumetric shape of it right.
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>>490401

Then I'm seriously concerned about the your model of the rest of her body.
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>>490401
Use nubs surfaces to make the shell
Then what you want is 3 or mor layers to the shell. The most inner she'll will have an opaque and dark texture and each exterior she'll will have an increasingly see through (not just transparent) texture. You do this by painting alphas with fewer and fewer opaque streaks. Combine that with normals to make the streaks seem round and the limitation is only how high res you want the textures and hor many shells you want to have.
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>>490393
>google image this
>the incredible best childhood movie by far
>>
3 shells tops, + alpha maps. What kind of a question is this? it's not even a complicated haircut.
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>>490420
Hey I've found that modelling the shape of hair can be pretty complicated. Especially when you need topology to flow with the hair. Certain doos can be head scratchers
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>>490412
i'm not really worried about the body, it's fairy more simple and smooth than the head.
>>490414
Alright nurbs is the next step then.
>>490420
I never ever tried ingame hair before so I didn't even know where o start. I don't know about alphas though, shes got a pretty solid hair. Maybe after the main form is done I can duplicate the mesh with different alphas to show different layers of hair strands.
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>>490468
Also sorry about the smug face, I was just testing expressions.
>>
OP, I used this: http://www.thundercloud-studio.com/index.php?page=shop%2F1.script%2F0.GMH2 . You still need source planes to tell it where to put the additional planes and I suggest having either a solid mesh in the middle or painting the hairline to help the hair blend.
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>>490468
10/10 would bang
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>>490468
Wow that is very accurate. Good job. What engine are you making your game in? I'd be happy to contribute to an erotica project. I can code and use unity tools.
Zst.xkn@gmail.com

Are you going to rig her so she can stretch and shit?
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>>490511
Wow. Thanks I'll give it a shot.
>>490517
Thanks man
>>490524
This is what it looks like in Unity. I'll rig once the body and everything is finished but I don't know if I'll stretch her like elastigirl. I was going to record the Unity videos and compose them into a movie but if you can code it, it can be like a 3d camera mouse orbit with keyframe navigation for scenes. Interactive would be much better.
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>>490530
Yeah for sure. What's the point of making it in a video game if it's not interactive right?
We're you thinking of making like a 3d version of those flash loops? Like with buttons for positions, speed, and maybe costume switching? That'd be trivial to accomplish in unity. The real head scratcher is dynamics. I was just testing a concept I had for making a particularly big butt jiggle in unity. It needs serious work though.
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>>490532
I didn't think that far but once I got the 3d Unity animations it can be converted it into almost any media. Flash is more popular and easier to implement to all the websites than Unity. And once you upload it to somewhere, it spreads to all the other websites like fire. But an interactive Unity game would be 10 times cooler.

It can be like a story where you can jump through the scenes with left and right arrow keys, and when it gets to the positions, you can use your mouse to orbit around and zoom. For the animation, I can simply do a butt jiggle with bone animations and bake it into keyframes. Unless you were thinking of a more complex interactive system like playing with the boobs and butt using the mouse.
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>>490468

Whatever you do, pls, give her a nice ass.

thanks.
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>>490558
Oh yeah. She deserves a good one.
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>>490558
no make her ass flat and droopy.
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>>490535
well while exploring this idea myself I had a few thoughts.
If I bake the dynamics into the animation then the animation will cut when a different speed w/e is selected. which is how flash animations are. But if the dynamics were running realtime then transitions could actually flow together. It also opens he doors to other possibilities. Dynamic and modular animations.
making this up on the spot, a reverse cowgirl animation and a reverse cowgirl where she's eating a hot dog or w/e. You can simply tack on minor adjustments to naimations and add whole new scenes with little extra work.
Dynamic animations could allow you to actually be part of the scene. Like control thrusting with the mouse so the tempo is controlled by user input and have animations that blend on top of it. Like back arching, ass shaking, etc. That way it feels like you're a part of the scene. Flash could only do this by playing and rewinding the same animation. 3D lets you be modular.
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Made the other part of her hair as well as the teeth. Hair is going to have to stay solid and blocky for now.

>>490657
I don't want it to get too complicated. Give it a shot in Unity with a dummy rig if you can, but don't sweat it. I found examples of how people can make shaders that use pivot positions to make dynamic flexing effects without the use of anything extra.

https://www.youtube.com/watch?v=H_EnpSoQnpE

Also I sent a mail to your gmail.
>>
>>490661

jiggle bones are piss ez to implement.
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>>490662
they're really not
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>>490661
you can use the default unity scripts to wiggle certain bones in relation to the rest of the skeleton. so once you got the body rig, you can assign the script, target the ass or tit bones and that should do it
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>>490964
Which default script is this?
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>>490661
nose tips forward more, she's not christina ricci
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>>490661
Pretty damn close. Did you rig the face yet ?
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>>490661
There is no hard divot under the lower eyelid
Everything about the nose is wrong
The upper lip is too thin and not sharp enough at the place where it meets the skin
The philtrum isn't wide or shallow enough
The irises are too small and too dark and don't gradate smoothly, the highlights on them are too white and don't fade gently
The eyelashes should be a simple alpha map, not a fur shader
Eyes are too large and set too sharply, Helen's face is entirely gentle curves with no creases except for dramatic purposes (which applies for most of the characters in the movie)
Eyebrows should be drawn with one of photoshop's hair brushes
Lip color too pink, not flushed enough
Actually model the ears and finish the back of the head, no one wants to see her hair in her mouth when she's moaning

okay start, clean it up
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>>490468
>>490661
The nose looks detached from the face, making it look like a pig nose. Pls fix.
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>>491192
> dem ripe milf tits
> dat plump ass
I so want this to be true. Godspeed OP
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>>490975
You can use the smooth follow script and tweak the settings to make the bones jiggle. It doesn't require baking or special rigs or anything.
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>>491550
Hmmmmmm sounds weird. I'll try it out though. I have a hole rig with special bones but spring joints are just not cutting it.
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>>491701
k im not sure how you're supposed to use smooth follow. Maybe if you tweak the script but not as it is.

On the other hand I took a second look at using spring joints. I think the way I was testing them was flawed because other than too low of dampening I think it looks pretty good.
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>>491761
needs more stiffness/mass also.
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>>491761
can't stop keking at this
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>>491761
The dead fish is a metaphor for my limp penis at the sight of her ass.
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>>491761
did you add any scripts or did you just edit the spring settings. if thats the case, then it's a better solution than mine.
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>>491784
it's all springs on a special joint setup I designed. As you can see there are dampening issues, and when the springs are set up to stop moving in a reasonable amount of time it takes thousands of force units to get them to jiggle at all. I havent found the right combination of settings to get the look I want. Nor have I really figured out if what im going for is even possible.
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>>491777
oh and don't worry. I'll include gay stuff in the final product just for you! ;)
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>>491873
>didnt read the second sentance
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>>491812
Thanks! Keep in mind, I like cocks 10+ inches.
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>>490468
hope this helps
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>>491917
that loaded super slow one frame at a time and im high and it freaked me out.
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>>491761
How did you do that?
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>>491917
Thats incredibly close to the real thing, there are a few things I noticed:
the nose should be smoother, the sharp edge going in the horizontal center makes it look a bit odd. Nose should be smaller and a bit more to above as well. Eyes look good but maybe its better if they're slightly more egg shaped. he skin shading is almost the same so it's good the way it is.
Also don't forget these lines, thats what makes Helen look emotional and dramatic. If you nail the hair as well its gonna be a bretty gud pr0n >:)
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>>491980
there's a join in the middle of the ass which has 9 children on the surface of the ass. All the of surface joints have spring joints using the ass core as their anchor.
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>>491998
>spring joints
I don't know what those are, I think you may have to explain that for me and then i'm going to need to look this up.
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>>492202
animators don't rig/skin. Or is that image meant to be wrong?
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>>492204
Its meant to be wrong.

To animate you need to know how to rig and skin something and vice versa.
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>>492208
>To animate you need to know how to rig and skin something

This couldn't be more wrong. I've met super talented animators who barely even know how sliders fucking work.
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>>492209
> i've met some incompetent animators who don't know shit about their fields so all animators are the same
Animation comes as a package. Just animating bones won't get you jobs anywhere.
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>>492223
Animating bones and moving the shape controls that the riggers provide you will actually get you jobs at lots of places. I know a lot of animators who don't do any rigging at their jobs, because there is always animation that needs to be done. That's why it's usually the technical artists who are doing the rigging and other fancy behind the scenes work in the software.

But will knowing how to rig well help you land such a job? Yes, absolutely. Because it shows you are passionate, that you go above and beyond and that you have a broad skill-set for in-case something comes up and they could use those skills to get something done instead of bringing someone else on for a bit.

But at the end of the day, if you're applying for just an animator position, then they are absolutely going to choose whoever has the most impressive animation going on in their reel.
>>
>>492223
>>492209
>>492224
In my experience. You can sometimes just get hired as an animator however that's depending on the budget.

Most of the time you will need to be skilled in many areas like animation and rigging, skinning, modeling, texturing and so on.
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>>492223
Yes. Animators, as a group, are incompetent.

>>492202
So the spring joints are a unity thing I'm using to apply physics to the butt joints. The butt joints are just joints sitting on the surface of the mesh. I placed them on the verts of the low poly mesh which was 9 per cheek.
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>>491761
Oh for fuck's sake, you're that Ruto guy from that inkling thread, aren't you?
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>>492379
What? No you idiot. I'm a completely different person that happened to model the exact same thing by coincidence.
>>
Agreed. Knowing how to rig is very important to animators. Its not the be-all and end-all, but with the industry as competitve as it is, how could you not know something so critical to your art! to say otherwise is absurd
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>>492472
it's helpful, no matter your specialization, to be able to do every other job at least well enough to make whole projects on your own. If for no other reason than, if you can't make renders well then you cant show off your modelling and if you can't rig then you'll have nothing to animation for your portfolio.

But studios do really like it if you have a basic awareness of the rest of the pipe so you know how to work from someone elses work and prepare you part so it's easy for the next person.

Like a modeler who knows rigging can make topology which accommodates the movements the model will need. And then the rigger should understand animation so he knows to make it really simple to use because the animator is technically retarded.
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>>490415
Where is that hair from ?
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>>493027
polycount wiki on hair
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>>490661
Jesus, that fucking nose kills everything. Why is it so extremely flat downside?

>>491761
I laughed. A lot.
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>>493273
whats wrong with the nose ?
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>>493303
Those two shots aren't even on the same angle. Also her nostrils are more rounded on the edges, which you can clearly see in that image.
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>>493303
Smooth those edges mate. Also your Nose Ala is on the same height as the Nose Columella, though the columella needs to be futher down.
>>
Porn
>>
The model is looking good.
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>>490468
Yea, your nose is too piggish. It needs to be smaller, rounder, nostrils defined slightly separate from her nose tip pointed down very slightly. She's more delicate feminine, subtle, and less exaggerated.
>>
Anybody knows a decent Unity hair shader ?
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>>494010
Why not the assessors.blacksmith or the advance one
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>>494040
Oh boy ! I just noticed that there is a script in blacksmith assets which can accurately sort drawing orders on transparent objects :O
Which means they found a solution to the problem game engines have been dealing with since forever. Thanks for the tip !
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>>494130
looks like shit
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>>494149
was this post made by a random word generator or something?
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>>494150
no and fuck off back to le reddit
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>>494151
wow, you're really defensive to criticism.
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>>494152
fuck off reddit
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>>494153
and you're coming back to actually try to get the last word? and your last word is to just repeat yourself? Christ! Why are you trying so hard to look cool on an anonymous forum?
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>>494154
fuck off
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>>494155
>>494154
>>494153
>>494152
>>494151
>>494150
>>494149

The fuck is going on ? One of you thinks its shit, one of you don't. End of story.
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>>494160
what's going on is some teenager had a bad day, decided to take out his frustrations on strangers on the internet, and got really upset when called out on it.
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>>494155
>>
back to the 3d stuff hey did blscksmith work? in elastigirl?
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>>494161
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>>494340
I'm working on the hair to do different layers. I realized that it only sorts the opaque parts, but not the translucent ones, so theres still the same hair jumping issue going on. But ill post the shots once its done.
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>>494351
You need to enable per polygon transparency sorting to fix this.
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>>494448
> Per polygon transparency sorting
That sounds fucking awesome, how do I enable it ? Also Blacksmith hair script duplicates your mesh 2 more times and renders them all together, so it costs 3 more times of a regular transparent material. Hope it won't go to heavy on the GPU.
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>>494448
In unity?
>>
So how progress ? seems to me that issue is the hair? ....
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>>494155
Go back to reddit you hormonal teen.
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>>494461
someone answer this plz :v
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>>494461
Maya supports per-polygon sorting with transparent CgFX shaders. In the Maya viewport under Shading, turn off object transparency sorting and turn on polygon transparency sorting. This tells Maya to sort each polygon by its center, rather than each object. Maya detects whether the blending state is enabled in the first pass. If blending is enabled, Maya uses the Object Transparency Sorting or Polygon Transparency Sorting options in the viewport to correctly render the transparent shader. However this may not fix all sorting errors, so manual vertex-re-ordering may be needed.
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>>495117
Viewport 2.0 in Maya has a Depth Peeling option, which is even better than just polygon sorting. So just turn that sucker on, no need to use CGFX shaders.
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>>495117

We're talking Unity not Maya. Maya renderers does raytracing so it doesn't even need to sort transparency, it's not even a challenge in Maya.

It's only a challenge in real-time renderers such as Unity and UE4 which has to sort transparency that doesn't write to Zbuffer by default with correct shading. And there is no known solution other than depth peeling like this anon suggested : >>495120
But that simply duplicates the transparent meshes 3 times which requires the transprent meshes to write on each other 3 times per frame, which is a relatively costly solution for real-time renderers.

Does anyone know if there's a per polygon sorting in Unity ?
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>>495124
There's no per-polygon sorting in Unity, you have to program it in the shader yourself.

The hair in Unity 5 demos looked fine, how come that doesn't work for you? Could you post an image of the issue with hair you're having?
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>>495136
Oh no it works fine, atleast it looks better than the default transparnt shader.
The problem is that it creates a mixture of opaque and transparent material but it only sorts the Opaque pixels correctly, but not the translucent ones. The translucent pixels still render the hair in the back as if its up front.

ill post the pic soon
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>>495136
Not OP but for my personal satisfaction I tried it out myself.

Looks like, yeah Unity doesn't just do it right. The hair shader in the asset store looks really good though, and for only $20 it might be worth it.
https://www.assetstore.unity3d.com/en/#!/content/11331
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>>495184
n/m fuck that shit shader. I just rediscovered the blacksmith shader aldready mentioned. It's free and looks way better.
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>>495184
>>495185
Yeah. Simply apply the blacksmith hair C# script to your mesh, and it will automatically fix the drawing order jumps through depth peeling
>>
Yeah what he said.
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>>495184
that looks awesome though
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>>496257
It does, but it's just those materials. It doesnt solve depth sorting.
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>>496277
yeah. it's better to use one solid mesh for the entire hair and use backface culling so it doesnt glitch
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>>496279
unless the desired hair style doesnt allow that
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>>496292
Then i dont know what possible solution there is. Otherwise it will always glitch
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>>494130
Unfortunately this didn't really solve the issue. Also it tripled the polygon count on hair so I'll just leave it at that.
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>>496293
the solution would be this blacksmith script.
>>496312
the issue is depth sorting transparent polygons, and this script solves that. And the hair has as many polygons as you make it. Even long thick hair like in the other post's example could benefit from it by adding another layer of alpha planes where the hair does begin to thin out. That's hardly tripling the polycount.
>>
>>496908
Thats what the script does. When you add the script and run the scene, stay in editor mode. You will see that it literally duplicates the same mesh 2 more times and names it frontface culling, opaque layer and backface culling. Yet it doesn't correctly sort out the actual transparent parts.
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>>496930
hm ok. well ripling a few hundred polies isn't a big deal, and it does in fact appear to be solving the issue. Maybe not on some esoteric technical point, but simply in terms of pixels on screen it works.
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>>490662
explain how to make them in maya, i didn't know they existed out side of soruce.
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>>490662
Yeah what he said...
>>
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>>497168
you wouldnt use a jiggle bone in maya because maya has much more powerful tools.

for waving cocks what I use is a nurbs cruve made into a hair folicle. Then I make that follicle into a curve IK for some bones in the dick, or in ths tits if thats what im doing. You can control the stifness and length of the follicle so you can actually make a rig that dynamically controls a cock hardening/softening. If you ever seen that gif of the horse cock fucking a funnel then you've seen my attempt to make a rig used for guiding dynamic dicks to their static vagina targets.

As for things like tits and asses I use a mesh duplicated from the source and closed off. I make that new mesh a cloth with transform constraints on some vertices and a constant volume tracker. When everything is tweaked just right you have a tit which, when squeezed on one side, expands on the other, and dynamically collapses around whatever is interfering with it.

jiggle bones are an abbreviation of dynamics for games which are less cpu intensive than other methods.
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>>497287
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>>497287
oh yeah and the cloth mesh is a wrap deformer.

its actually too complicated ATM. Ive come up with a better way to do it but I havent tested my new idea.
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>>497287
and one for the road so you can see how the follicle behaves without getting stuck to a collider.
>>
Do you have a tumblr or blog?
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>>497290
I would thank you like to know more, tutorials for one.
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>>497339
Agreed
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>>497339
Yes! I want this as well.
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>>497339
>>497388
>>497394
yeah I'll see what I can do.
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>>497416
ah welp. ShareX has decided to be a bitch. Won't let me screen record and I dont know why.
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>>497418
Well nothing to do here ecxept wait for "elastigirl's" debut
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>>497699
I did actually get some good recording software and made 2 videos explaining how I made what's on those gifs. Unfortunately I'm poor and my internet got shut off. I can't pay it till wednesday.
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>>497710
...how are you posting?
>>
>>497711
I'm a ghost
>>
>>497715

Makes sense. It's hard to hold down a job when you're incorporeal.
>>
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Sorry I was busy practicing some hair and face. This is the /aco/ mascot Madam Peacock.

I need to figure out what to change so it doesnt look like ayylmaos
>>
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>>497732
Well the thing hurting the ayylmao situation the most is definitely the slant of her eyes. Mostly the outer part of her bottom eyelid. Lower that first and consider these other changes. In the picture I made her mouth and nose lower, tilted her nose to face more downward, moved her mouth more inward and I spaced her eyes out a bit more further apart. Probably the other biggest change is her cheeks. I think they jut out to much sideways, frontways and are also too high. Her cheeks being so high and so far forward are giving her some real ayy lmao on the more sideward angles.

But of course these are just what I'd do, so take what you will.
>>
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>>497733
>>497733
The guy kinda did design her like a furry face. Like how the mouth and nose are pinched pulled forward like a cat. She is also quite cheeky.
You're right about the eyelids though. the eye lines have to be flattened
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>>497732
She has almost no forehead. You have room to make it larger and also less round to bring forward the receding hairline.
>>
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>>497736
>>497737
Fixed the eyes. More hair should work for the forehead.
>>
>life
>>
>>497757
Seeing as this threads supposed to be hair themed
What are your plans? And really what's the end goal of the project? If this is just for making stills I'd suggest using actual hair effects instead of polygonal hair. Projects like, coincidentally, the incredible has shown that detailed hair effects work well with stylized designs.
>>
>>497768
this : >>490395
It has to be in-game and run smoothly in Unity.
>>
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Seems like /aco/ has decided on the final design.
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>>497788
a lil update :>
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>>497938
On side view, cant help but think of lordosis.
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>>497946
Yeah, after a long discussion on /aco/ we decided to pump up the pose like that.
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>>497775
Aight then try dropping in some photo sourced hair textures with corresponding normal maps. The solid color hair blob isn't impossible to pull off, but personally even when it's done well it is inferior to alpha planes or even just a texture.
>>
Godspeed
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>>498033
Helens hair isn't fluffy. It's actually very condensed fit into a spherical form. Maybe simply adding a few loose strands of hair around the edges might do the trick.

>>498078
thx c: here, have some pantyhose
>>
This guy here:
>>497290
>>497289
>>497288
>>497287
My internet's finally back up. I'm uploading videos on how to do these things right now.
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>>498089
maybe it might. What I'm suggesting though has nothing to do with that. Even a highly abbreviated texture goes a long way beyond a solid color.
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>>498156
But I did use a texture rather than a solid color : >>490661
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>>498157
I mean on peacock.
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>>498160
oh ok. the original design didn't have anything else than a solid color and line art but I can try textures. I just don't wanna get caught up overcomplcating it because theres no end to it.
>>
>>498155
tits
https://youtu.be/OMbVtip_nRk

dicks
https://youtu.be/e3OgW5-pXAk
>>
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>>498163
>>498160
howz dis ?
>>
>>498175
the breasts are teardropping too much at the origins
>>
>>498181
The Y shape should be less visible ?
>>
>>498183
look at nudes of women with enormous breasts and see how and where they attack to the chest, the lower part of the attachment isn't just an inch below the upper
>>
>>498187
>look at nudes of women with enormous breasts
IM ON IT!!!

>>498175
Hair looks gewd.
>>
>>498187
>the lower part of the attachment isn't just an inch below the upper
That actually varies a lot depending on genetics and helps determine how perky a large breast can be. Some are only connected by an inch or two, while others are connected for nearly the whole size of the breast.
>>
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>>498244
thx, i think so.
>>
>>498187

>the lower part of the attachment isn't just an inch below the upper

Go pick up some cougars at a biker bar sometime.
>>
>>498327
I'M ON IT
>>
>>498187
it is with enhanced breasts. Large natural breasts have large connective areas. Fake breasts retain their original base diameter, and the implant stretches out the rest.


In the land of illustrated erotica, where all the breasts are fake, it comes down to the look you want to give the character.

>>498277
Are you married to cell shading?
>>
Wait... It's still an elastigirl model right?
The other model isn't half bad but...
>>
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>>499765
Yeah I should get back on Elastigirl actually. I got lost on peacock.
>>
>>498431
>In the land of illustrated erotica, where all the breasts are fake

you retard
>>
>>490468
been wanting a 3DCG porn of her for a long time.

pls make this anon dont let my dreams be dreams
>>
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>>498431
>it is with enhanced breasts. Large natural breasts have large connective areas. Fake breasts retain their original base diameter, and the implant stretches out the rest.
That's literally the fucking opposite of how it works you motherfucking 14 year old virgin. Fake breasts don't retain their original base diameter and having natural large breasts does not require a naturally large base diameter, it only requires genes that more fat in the breasts than elsewhere.

Most of the time it's a smaller than usual amount of connective tissue actually. And with fake breasts, they greatly expand to area that isn't part of the breast. It also depends on the type implant, whether it's saline, silicone and over or under the muscle.

Some references photos. First 4 are natural, last 2 are fake.
>>
>>498431
>> married to cel shading?
Are you not?
Cel shading is the perfect style for cartoony characters such as the viewed subject. I can't see this character any other way. Don't be jealous and learn a thing or two.
>>
>>499806
>First 4 are natural, last 2 are fake.
nope. 3 are natural, 3 are fake.
>>
>>499835
Lmao, are you the virgin kid I was replying to? Sounds like it.
I'm guessing you think #3 is the one who is also fake. And while you can get saline implants that come close to that, they would be laying stronger against her chest due to the increase weight of the saline liquid and the lack of internal supporting breast-tissues.

Sorry to break it to you, but her breasts are natural.
http://www.boobpedia.com/boobs/Karin_Spolnikova
>>
>>499837
mate....3 obviously has a small implant in each breast for lift. Check the scar underneath. I would know since I'm an expert on these matters (med school)
>>
>>499844
Either you're just trying to troll or you're incredibly naive. She's a very famous soft-core porn star. Her breasts have been confirmed natural on many occasions. There are plenty of women in porn like her who have a thin body bud very large natural breast growth. As there are in real life too, often resulting in a girl getting a breast reductions.

Here's another prime example
http://bustybuffy.com/index.php
>>
>>499771
Did that go over your head?
>>
>>499848
>She's a very famous soft-core porn star. Her breasts have been confirmed natural on many occasions
1) she's not even close to "very famous"
2) mhmm kayyy
>>
>>499856
Keep being ignorant to genetic variation. It must be sad to live in a world where you think all large breasts on skinny women are the result of implants.
>>
>>499858
Stop trolling you fuckhead
>>
>>499858
I'm pretty sure this is the same person that trolls every other thread. I wouldn't bother getting frustrated with them.
>>
>>499860
who's that? Because I work a job 8a-5p 5 days a week, except for today.

So, >>499858 and >>499860 is the troll? Gud to know.
>>
>>499861
I was referring to
>>499835
>>499844
>>499856
>>
>>499863
Thats me, >>499861.
>>
>>499864
I don't get your point.
>>
>>499865
I'm calling you a wanker.
>>
>>499866
Oh, okay. Thanks, I guess.
>>
>>499817
I think a movie like the incredibles demonstrates the merit of smooth shaded and realistically materialed surfaces with cartoony designs. Cel shading just always looks really cheap.
>>
>>499884
He isn't talking about Elastigirl, he was talking about the other one : >>498277
>>
>>499887
Yeah that's what I'm talking about too. Why would I suggest he doesnt cell shade the model he's already not cell shading?
>>
>>499888
:v
>>
If you really need help, I think that you could find a way to study the model by ripping one from the video game. Just a thought
>>
>>499973
That's not really help
>>
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Speaking of hair modeling, does anyone have any advice on how to model low poly poofy hair? I'm a complete beginner.
>>
>>500246
Hmm if you're using alpha textures I'd try using a wad of intersecting spheres with properly masked textures. Its an idea Ive been meaning to try myself but havent. So I can't say how well it works.

Another idea would be to have a mesh with sharply contrasting bulges. Then bake the normals of a smooth equivilent. So the surface looks smooth and continuous but the silhouette is poofy. I have tried this and it has limits. A less greedy mesh than mine (lisa simpsons hair) would probably work.
>>
>>500264

I'm greener than you assume, but I'll study what you said and put it to use. Thanks guy.
>>
>>499806
3 is really obviously fake because 1) nipples aren't big enough and 2) the tits aren't as flat against the torso as they would be if they were natural.

Seriously, they are the same shape and position that they would be with an underwire support bra on. Larger breasts are mostly fat, and even breast tissue isn't going to fucking float like that.
>>
>>500339
Don't encourage his inanity.
>>
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Hey guys check this out. I was mind my business when suddenly I sawvthis link of a guy asking for help or tips on how to make a realistic else sorry if it's sound something similar but Wow that guy went crazy and posted this
>>
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And this
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Don't believe me... Webm
>>
>>500760

>Don't believe me...

I dont care.
>>
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Sadly no model or mesh or text was found at the post
>>
But he left the tutorial People!!!!
Right here click.
http://www.avcgi360.com/making-of-disneys-elsa-from-frozen/
>>
How to make realistic hair with zbrush... Ummmm.
http://www.avcgi360.com/how-to-make-realistic-hair-with-zbrush/
>>
>>500766
Where's the tutorial? It's just a 90 second video about dx11.

Though it looks like the mesh for that hair was just lots of tubes with high rez alpha textures.
>>
>>500948
Keep reading.
>>
>>500981
Keep reading what?
I asked "where is the tutorial"
>>
>>500763
would you like to make a porno
it's a thing that we should do
elsa could explode in song
expose her dong
and anna's pecker too
a frozenfutafuckfest
you know you should
give olaf a vagoo
would you like to make a porno
it really has to be a porno
make it, do
>>
>>500995
you sick son of a bitch
>>
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Un map of elsa. Dude this not a tutorial just a blog on how he did it.
>>
>>501105
Elsa from SFM ?
>>
>>500760
>No joints in hair
>No controls for joints
>Terrible walk cycle with 0 personality

This rig is in the wrong hands.
>>
>>500760
You need to learn how walking actually works. You push your center of gravity forwards and catch yourself with your feet. Your center of gravity is neutral or perhaps even slightly backwards.
>>
>>500762
Hey with perfect model sheets all it takes is patience to replicate a model.
>>
>>490393
Nope. Decent hair with Unity is impossible
>>
Any updates on this ? I deperately need to see helen sucking some dick
>>
>>501714
He's right... How about some update pics?
>>
>>501714
Umm, if that's your goal, why the fuck would you use Unity? Use an actual animation package, like Maya.
>>
>>501773
Well you'd have to use maya or w/e to make the animations to put in unity. The point of the game engine is to make it interactive.
>>
Still waiting for some updates on the model any progress at all...
>>
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Finally made a better looking hair shader with faded edges and reflections and stuff. It has artifacts you see from different angles but it's fixable. I think it looks better than a solid mesh with texture on it.
>>
>>502454
Oh yeah that's pretty slick. I'd definitely be willing to trade some coding for those shades when they're done.
>>
>>502454
I quite like the hair highlights on that one. How did you get it to have anisotropic reflections rather than looking like a spherical shading ?
>>
>>502454
Awesome!!! Now the only thing missing is her curvy bod...
>>
>>502516

On a closer look it looks like it's just a diffuse texture and no reflection.
>>
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>>502466
thx. what codes are they ?

>>502516
>>502534

you take the X direction vector of the world-normals of the mesh and crush it down to a thinner line. Then you just add that to the hair texture, so the highlights always remain where the X vector is.

>>502525
indeed. time to draw some butts :^)
>>
>>490656
Make her ass massive.
>>
>>502542
>what codes are they ?
Depends on what you need. I'm offering to write some
>>
>>502561
Do you have steam ?
>>
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How are we lookin ? The rig needs fixing because it's screwing up the shoulders quite badly. But proportion-wise I'm quite happy with her butts and tits.
>>
>>502680
are you trying to go on model or do you have a specific fan look you're going for?
Without the latter in front of us All I can say its way too bulbous for an on model look
>>
>>502681
I'm going for a shadman look. Actual elastigirl is quite thin with stick-like legs. This should be a little more voluptous
>>
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>>502681
Here are some of the references I adapted it to.
>>
>>502684
>>502686
I guess it works then
I personally don't find the huge calves sexually appealing, but its just me
>>
>>502680
You gonna make a stretchy rig?
>>
>>500760
Why do her limbs have 3 bones per segment?
>>
>>502730
perhaps to get less poly distortion at the joint spots? I don't personally know shit, I'm not much of an animator nor rigger, but that's just my guess. I could see how it would spread the vertex weight a little smoother.
>>
>>502730
It's to preserve volume on twist deformations
>>
>>502748
that is retarded. for one, geodesic voxel does a good job of preserving volume by itself, then you only need 1 twist joint with correct weighting to preserve volume, especially for a forearm which twists < 180 degrees. In the bicep it could be to simulate muscle, but again that only requires 1 extra joint and it shouldn't be in the chain, but a second chain from the shoulder.
>>
>>502680
That pear shaped buttocks are awesome though. Calves might be a bit thinner but not too much. I also hate insect legs.
Are you gonna dress her up ?
>>
>>502751
>geodesic voxel does a good job of preserving volume by itself
This shows you're new to rigging. Geodesic is just a bind-method, it' just how the initial skin weighting is calculated, it doesn't have any more to do with how the mesh deforms afterwards than the closest distance algorithm. Deformation is controlled by how your weights are painted and the "Skinning method". Dual quaternion is a better skinning method, but Unity does not support it.

Doing bones like that allows you to do more Disney style animations, the do a lot of bone deforming to do squash and stretch and whatnot. By having that middle-bone, you can do better looking squash and stretch.
>>
>>502762
hey OP here
Is there a better way to rig meshes like that ? Coz I think I used heatmap with standard settings rather than Geodesic with DQ. The leg, feet and hip deformations look okay but the shoulders leave a huge gap when she puts her arms down.
It's too bad that Unity doesn't allow algorythms that Maya uses to keep the volumes stable.
>>
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Enjoy the pose if you can ignore the horrible rigging deformations. I really don't know how to skin this thing so it works properly.
>>
>>502767
Did you do any weight painting afterwards?
Geodesic is just the best bind method to go you semi-decent skin weights. But no matter what, you will always need to do some weight painting, Skin>Paint Skin Weights. You should be able to greatly improve a lot of those bends by just creating better weight paints, also some of your joint locations don't seem very adequate.
https://www.youtube.com/watch?v=5Ya_55B5XMg
>>
>>502810
I painted some areas but I didn't save it because the mesh is dense and painting gets more annoying and starts creating artifacts especially where the bra and thong is since the paintbrush doesn't paint the mesh properly. Is it possible to paint it without subdividing, then meshsmooth it ? would it preserve the paintweight data on the subdivided mesh without screwing it up ?
>>
>>498089

i want to cum on her legs
>>
>>502804
Lol you're gonna go far kid.

Try to put somre more bones into joint areas so you have more stuff to paint weight to. Doesn't neccesarily help you with animating if you don't rig those right but helps you posing.

Or deformation shapes but those are hell imo.

Spread those asscheeks
>>
>>502811
Yeah it does. I always paint weights on low poly meshes and then smooth.
Unity does not like it though. You gotta "delete nondeformer history" to squash the smooth mesh node.

If it really doesn't like it you can always bind a low poly mesh and do a skin weight transfer to a high poly one.
>>
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>>502815
>>502814
>>502812
Fuck this. I just auto-rigged it. The shoulders look fine now unless you twist them to crazy angles. But now the arm bone influence grab a bit of the bewbz but it's an easier fix so I'll get to that soon.
Meanwhile some fbx poses
>>
>>502819
did you model her face with that expression?
>>
>>502823
nope. but smug face is more fitting with these poses
>>
>>502819
Disappointing final result, man.
>>
>>502866
Rig is not finished yet. it needs weightpainting on bewbz
>>
>>502866
>>502867
he's probably referring to the gigantic calves.
>>
>>499766
is much closer in body type to elastigirl then >>502804
>>
>>502876
but calves are nice :c
>>502877
I just draw over her silhouette and enlarged the butts and bewbz. It's just Helens head seems to be slightly bigger.
>>
http://www.hentai-foundry.com/pictures/user/GaussianFracture/387327/Helen-Teasing

found u OP
>>
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>>502902
You could have just visited /aco/. I post all my stuff there :^)
>>
>>502751
better initial skinning doesn't negate the need.
>>
>>502751
I don't know man. I'm not the one who made it. He must have thought having 3 twist bones was a good idea. I don't see how it hurts the rig so it's not a big deal.
>>
>>502904
Any updates on this ?
>>
>>502904
Torrent this program? What name this program?
>>
>>503090
are ufo real son ?
>>
>>503090
Maya... you can get the educational license for free from Autodesk. Or pirate it, makes no diff.
>>
>>503087
Nigga it's been 2 days.
>>
>>502819
>>502814
I haven't used it but you could try downloading Lipservice with Lbrush. seems to make deformations a lot easier. it's a paid plugin though so you'd have to find a torrent for the latest version
>>
>>502827
bullshit you've had nothing but the smug face from the start, even before the bones
come on shithead
>>
>>503271
are you blind ? : >>490661

>>503100
i'm just asking
>>
..... Wow chill dude.
>>
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>>502815
Thx for the suggestion. Apparently painting the lowpoly weights is much simpler and gives more control over the final rig.

>>503087
I went back to the original rig after auto-rig caused more issues. I just paintweighted some parts again so the shoulders and tits don't act so weird now. Although now I added some clothing, they don't sync with the body skin weights so they go in and out of the body at some angles.

>>503154
Lbrush can fix the rig deformations in Maya but its incompatible with Unity.

>>503271
The original face is symmetrical and straight. But the expressionless face was looking really odd with her posing.
>>
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>>502815
Thx for the suggestion. Apparently painting the lowpoly weights is much simpler and gives more control over the final rig.

>>503087
I went back to the original rig after auto-rig caused more issues. I just paintweighted some parts again so the shoulders and tits don't act so weird now. Although now I added some clothing, they don't sync with the body skin weights so they go in and out of the body at some angles.

I painted some normalmaps for subtle muscle detail around the legs as well so she's more toned now rather than a blob for a leg.

>>503154
Lbrush can fix the rig deformations in Maya but its incompatible with Unity.

>>503271
The original face is symmetrical and straight. But the expressionless face was looking really odd with her posing.
>>
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>>503788
did u do this tooooo
>>
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here second
>>
>>503154
>>503788
They're not hard at all
http://docs.unity3d.com/Manual/BlendShapes.html

Just create a blend shape, and use the Maya sculpting brushes to fix the shapes.
>>
>>503825
I'm not sure corrective blends shapes is really the right way to go in a real time environment.
You have to write a whole script to track them, and vertex animations are expencive. Unless there's some built in utility for it, it sounds like more trouble than manually painting weights.
>>
>>503832
If you read the guide, it shows you how it works... You just import the FBX that includes your Blendshapes, and the values for the blendshapes will be on your model's properties.
Then from there's it's just a simple matter of linking the blendshape's values to your animation code. Vertex animation on a model like this are not expensive at all, even a potato computer should be able to handle it in this day and age. It's not like we're applying vertex animation to a dozen actors.
>>
>>503835
So you have to drive the blendsapes by events on the animations time line? The way I was thinking is actually better. Maybe I'll make a mock up of what I was thinking and compare it.
>>
>>503823
>>503824
This girl could really use some toon shading instead of just flat colors.
>>
>>503841
Animations time line? What? Just use Mecanim to trigger the blendshape value changes based on your different animation states.
>>
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>>503824
>>503823
yep. heres a bit more

>>503835
I'll use blendshapes for the face but I think I'll just edit the rig until it doesn't deform the limbs oddly and don't make her do extreme things in the animation.

>>503856
The original concept has a strange shading over her which is more like a blurred 2 tone shading rather than realistic shadows. I might just paint parts of her to a darker color to fit the comic style.
>>
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>>503882
>The original concept has a strange shading over her which is more like a blurred 2 tone shading rather than realistic shadows.
Oh I see, you were following a concept. You could try some custom shading since you know shader forge.
I was thinking something like pic related, but now that I see the concept I think it should be soft rather than having all those sharp edges.
>>
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>>503898

Well I've considered numerous shaders, atleast for Elastigirl. But the a surface shader won't work on the other milf since it's got a different face set up.

Although I love experimenting with different shaders that make them look meaty and shiny.
>>
>>503906
I like the bottom-right one. With a noisy specular map it will look like those shiny waifus in /tesg/.
>>
>>490468
wtf is up with her nose?
>>
>>503882
Hot... Saw comic... Lucky bastard kid... Hot milf
>>
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Rigged another model with just her clothes and deleted the body inside. This seems more efficient than stacking everything on top and trying to fix the clipping issues when weightpainting.
Also these are less revealing so she can be more milfy and housewife-ish while she's chilling in her house and she can be more saucy in bed
>>
>>504203
Nah brah. Transfer weights with "closest point on surface" and the cloths will move pretty much perfectly except in maybe some weird spots.

You need to stack those layers so we can take them off >:]
>>
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>>504264

I did that with the bra and panties but it still causes clipping. I think it's because the joint pivots are rotating them slightly at different angles. See the top middle pic : >>503788
Also I don't think there will be an interaction until you get to the actual scene, then it will simply be smooth animation transitions and maybe dialogue with controlled arrow keys

I made the material to look more like fabric with a normal map and diffuse so it looks soft and snuggy :)
>>
>>504287
you should overlay a seamless fabric normal map and AO on top of what you already have, it will look better.
>>
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>>504302
Their clothing got almost none of the tiled fabric detail though. There is just a very sublte noisy normalmap going on but definitely nothing too apparent. I'll try a similar subtle normalmap and see how it looks
>>
>>504304
You just make the tiling very high, you will almost not be able to see it but it's there.
She's looking great btw
>>
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>>504306
wow. it doesn't look all that bad really. I quite like the top left and bottom right in this one. I can just leave it like that since it looks subtle enough, yet create a fabricy feel on it.
>>
>>504307
Bottom right is my favorite
>>
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>>504308
Here. Watch her as she runs around with her gigantic butts and melon tits :^)
>>
>>504311
Nice.
The unchanging face is creepy in movement though, at least make a script for her to randomly blink.
>>
>>504314
Well I haven't got into facial rigging yet. I've yet to learn facial rigging and how to use blendshapes in Unity. They seem more complex and time-consuming than body rigging.
>>
>>504315
For the blendshapes you just gotta make sure the object is rigged, Unity won't accept any blendshapes if it can't find bones. Besides that you just have to change the value of the blandshape by script.

http://docs.unity3d.com/Manual/BlendShapes.html
>>
>>504311


Dont know why, but i laughed so hard seeing this vid.
>>
>>504311
Nice.
The lack of breast physics creeps me out though
>>
>>504354
I didn't rig her with tit bones or ass bones :c I'll have to look into how to add bones between a rigged spine so it doesn't screw up the whole rig.
>>
>>504355
Use the add influence option in the "media soft skin" seb menu.

Make sure you check "lock weights" and set the weight to 0. Otherwise it'll normalize all the weights and undo all your painting.
>>
>>504311
Her clothes lookk like Peg Petesfrom goof troop.
>>
>>504307
Jiggle phisycs "born boin"
>>
>>504311
i don't know if you're gonna leave them titteys huge but please make them bouncy :)
>>
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A little bouncy update :^)
>>
>>504949
You should try to make the walking less of a shuffle and more of a sexy-ish strut. But great job btw
>>
>>504949
Can you show us your joint rig for the breasts? Is it basically one joint or many?
>>
>>504949
Her body proportions are kinda meh scary but the head is good.
>>
>>504949
What are you running the model in? Unreal 4?
>>
>>505022
Nvm, read thread again. I'd seriously recommend switching over to UE4 though.
>>
why would you need UE4 for something thats supposed to look cartoonish and not photorealistic ?
>>
>>505056
You can make cartoonish stuff in UE4, its just the engine is far more flexible than unity.
>>
>>505056
And you can make photo realistic stuff in unity. It's an engine, you can do whatever you want in it.

What unity loses in freedom it gains in useability. It's easy to just jump into unity and have a working playable game very quickly.
>>
>>505076
>What unity loses in freedom
You have just as much freedom in Unity... You can program your own external libraries even and reference them for use in your code. You can write any kind of shader you'd like as well. Literally full freedom.
>>
Fix her face, OP. she looks like she's under the influence of something. Also her head looks fat for some reason
>>
>>505087
This.
The face still isn't quite up to Parr (Ba dum tssssss).
It still seems wide, and the nose is still upturned too much. It's also a bit sharper and angular than it should be. The eyes are a bit larger than they should be as well.

I can forgive the shadman lack of proper proportions, but get that head looking as accurate as possible.

You're coming damn close to getting it perfect, so great job so far OP.
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>>505091
>up to Parr
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>>505086
Shhhh I know all that but if you don't concede something to ue4 cultists they lose their shit and derail threads.
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>>505091
The nose is modified a few more times with the feedbacks I got. I smoothed the sharp edge and the snout like flat angle at the bottom. I also fixed the eye distance as her eyes were closer to each other than her actual face.
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bouncy bouncy
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>>505109
I think the very top part of her eyelid needs to be lowered
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When this reaches the reply limit, will you be making a new thread?
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>>505144
I noticed that as well. Will fix in the next face update.

>>505149
Yep :^) I'll update until the game is released.

Here. Have some Bunnygirl Helen with slightly more stable bouncing.
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>>505157
That's looking pretty good, i'm interested to see how this game will progress, also will you release a "test version" when it's a bit more developed so anons can basically look for bugs and give suggestions?
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>>505170
Yeah maybe. I'm not sure what kind of a gameplay it will be tho. There is a possibility that I might just release a movie version, which would save a lot of time with scripting, animation transitions and camerawork.

Aaand Here's the Elastigirl outfit.
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>>505170
Idk but the game is going to be worth the wait after all I think he's making other models *cough* Maddie Fenton, *cough* dexter's mom.
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>>505332
wut ? I don't think a 3d version of maddie or dex would look nice.
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>>505332
Yeah I guess. Hmmm what other milf is in 3d... Helen, aunt Cass (big hero six),Andy's mom(toy story)... Other mother? (coralyne)... Maybe disgust from inside-out.
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>>505143
>>505157
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>>505157
cant wait to see her in action.
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>>505722
wasnt there a model long time a go ?
but of course the current model hes working on is way sexier :D :P
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>>505534
Andy's Mom and Aunt Cass are such plain janes. You might as well just make an OC for how much liberty you'd have to take with their designs
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>>505736
Aunt Cass is really cute. Andy's mom is not
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>>505534
I don't know if she counts as a milf or gilf?
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>>505772
technically all gilfs are milfs
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>>505772
Andy's mom u mean misses Davis this is candy brats version of her.... Mmmm
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>>505774
There's a theory that misses Davis is the girl from inside out.
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>>505775
Puberty gone extremely off world.... She's not like that at all.
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>>505777
Andy's mom doesnt look at all like that either
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>>502542
>you take the X direction vector of the world-normals of the mesh and crush it down to a thinner line. Then you just add that to the hair texture, so the highlights always remain where the X vector is.
Can you elaborate on how you did this?
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>>506036
Yeah but I think he means the 3rd movie vertion of her
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>>507152
The he's a filthy casual



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