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Published: 2013-07-17 19:09:41 +0000 UTC; Views: 64456; Favourites: 343; Downloads: 333
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Pants and a shirt! I still have to add detail textures (fabric patterns, pores, goosebumps, etc) but we're getting there.I am starting to think I want to attempt to make a muscle growth sequence, that will prove to be an interesting challenge. I'll need to make a skinny shape key, and a skinny sculpt.
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Comments: 34
bdtyf [2020-08-30 13:59:10 +0000 UTC]
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QUEST-CHRONICLER [2014-12-13 12:59:18 +0000 UTC]
Great piece of animation! This 3D woman looks tough!
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MYOPHILIAC [2014-09-17 19:15:11 +0000 UTC]
HOT muscle animation!!!Β Β Love the abs expanding and the body rocking as she curls!! Also GREAT proportions and thickness thru her back, legs and glutes!! She needs a superhuman bodybuilding partner now...like ME!!! Hahaha Love the supertight jeans and thong look too!!Β Β
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jeffgian [2014-04-01 14:56:10 +0000 UTC]
I have an Easier Request for you----Can you make some stills of this woman?
thank you..............Wonderful Rendering, btw........
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IBP-8 [2014-01-22 09:41:01 +0000 UTC]
Damn! How many of those can she do?! I've been watching for a while and she doesn't seem to even be getting tired!
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CliveUndertaker In reply to IBP-8 [2014-01-22 10:02:22 +0000 UTC]
You'll get to the end eventually, keep at it!
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el-douglas [2013-07-27 18:35:33 +0000 UTC]
wow what app are you using for these animations, it is amazing what you achieve abs and everything contracts and expands!
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CliveUndertaker In reply to el-douglas [2013-07-27 23:22:10 +0000 UTC]
Just Blender (I'm too broke to get one of the non-free programs... and besides, Blender has a game engine built in that supports the same animation system as the rendering package so I can set up the armatures with relatively complicated procedural rigs)
The breathing is pretty strqaightforward, I just made a bone for the stomach and one for the chest, and I animate their scale. The stomach bone does stretch and compress as the spine bends though, and the pectoral and breast bones are stretched between the shoulder and lungs bones so they lift as she breathes in or moves her shoulders around.
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el-douglas In reply to CliveUndertaker [2013-07-27 23:32:25 +0000 UTC]
wow that's great work and very clever! you also modelled the girls in blender? I've seen great things in blender but never used it myself you are welcome keep it up!
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CliveUndertaker In reply to el-douglas [2013-07-27 23:39:45 +0000 UTC]
This particular one I actually sculpted in Zbrush (got to try out someone else's copy for a few days) but typically I use Sculptris (again, free software...), and then the final model was made in Blender and the details from the sculpt were baked into a normal map. And then I spent forever and a day tweaking the weighting and modifiers for the bones to get the deformations right.
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el-douglas In reply to CliveUndertaker [2013-07-28 03:27:26 +0000 UTC]
wow that's awesome, sounds like a lot of work but fun stuff I am sure gonna try Sculptris!
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CliveUndertaker In reply to el-douglas [2013-07-28 06:17:34 +0000 UTC]
There's a reason games take years to make nowadays... it's very rewarding work, though.
I dig your art, by the way!
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el-douglas In reply to CliveUndertaker [2013-07-29 16:34:15 +0000 UTC]
absolutely, games are huge work, do you work on the game industry?
hey thanks about my art, what do you like most?
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CliveUndertaker In reply to el-douglas [2013-07-29 17:06:53 +0000 UTC]
I'm sort-of in the industry, mostly as a hobbyist but I've done some freelance work for games too.
Great sense of form and volume, and I like the varied styles. I'm a sucker for sketched linework over a muted color palette.
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el-douglas In reply to CliveUndertaker [2013-07-29 22:56:09 +0000 UTC]
Thanks a lot! Sketch + Muted colour = AWESOME! (I agree)
Is it impossibly hard to get in that industry? from outside the US?
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CliveUndertaker In reply to el-douglas [2013-07-30 04:42:37 +0000 UTC]
I should note that I don't have firsthand experience outside the US, and I've yet to actually get into a US company as it's absurdly competitive and I don't really have any contacts to speak of around here.
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CliveUndertaker In reply to el-douglas [2013-07-30 04:41:57 +0000 UTC]
There's actually a number of games industries outside the US that are expanding very rapidly (South America is really booming, I hear) but they just don't get the worldwide publicity that US companies do (also Japan, and a few Montreal companies that people treat as US-based)
Particularly notable are some companies in Germany and Russia that put out some stellar games (the Stalker games and the Metro games, for example.... games from Russia tend to be really grim and depressing, huh), as well as companies scattered around the area in and around Europe (CD Projekt, makers of the Witcher games, in Poland, comes to mind) but really the beauty of the internet is that you don't necessarily have to be on-location to be able to do work for a company, and indie studios with small teams of ten or so people (and tons of two or three-person operations) are springing up all over the world.
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el-douglas In reply to CliveUndertaker [2013-07-30 16:24:34 +0000 UTC]
Thanks man, that helps a lot, I agree that the internet is a great wide open door, I am gonna try to hit concept art.org and such websites from outside the US to see what I can find
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Yobobo [2013-07-18 04:56:17 +0000 UTC]
of all the work you put into this, seeing her stomach swell as if she is breathing caught me by surprise the most
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CliveUndertaker In reply to Yobobo [2013-07-18 06:17:14 +0000 UTC]
Hah! Yeah, I'm convinced that breathing is one of the most often ignored barriers to crossing the uncanny valley. Some people ignore breathing entirely, some people tip the torso back and forth, some people make the ribs swell, but a lot of breathing happens in the stomach too!
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Yobobo In reply to CliveUndertaker [2013-07-18 06:19:34 +0000 UTC]
from this angle I'm genuinely surprised you bothered as well. I almost didn't notice it but now that I do this just looks that much nicer
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CliveUndertaker In reply to Yobobo [2013-07-18 06:28:28 +0000 UTC]
To be fair, I made the animation and then I picked the angle, so I animated every part of the character. You can't see it but her face is animated too. At this point I'm mostly making little animations like this to find things I need to fix in the character, so it's more beneficial if I animate all the parts (in this case I realized I needed to push the fully-flexed biceps over a bit)
But even if I had planned for the angle in the first place, in a side view breathing is very important (probably moreso than a fully front view) because it changes the silhouette- and the silhouette is one of the most important visual aspects of a character!
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Yobobo In reply to CliveUndertaker [2013-07-19 14:47:45 +0000 UTC]
I'm glad you did! Don't stop being awesome
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CliveUndertaker In reply to Mud--Man [2013-07-17 19:42:32 +0000 UTC]
On that note, I just realized I forgot to rig the muscles in the calves. What is wrong with me!
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Mud--Man In reply to CliveUndertaker [2013-07-17 20:53:19 +0000 UTC]
donβt worry your work is still awesome
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