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erogenesisCGI — 5. Project E: Mesh #4

Published: 2014-08-11 19:25:19 +0000 UTC; Views: 715; Favourites: 1; Downloads: 102
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Description About on this image: note the higher resolution on the fingers and lower on the palms, the opposite of V4. The coarse folding of the palm should work out with the polys available but the more finer morphs in the fingers should work better now.


I hope this will be the last mesh. Why a fourth mesh? Well its been a steep learning curve to get the polygon flow right. A lot of my previous meshes had mistakes in them with big ol polygon knots smack in the middle of a vital bending area with a load of asymmetry issues and generally way too Hi Res.

With this new mesh, I made some decisions based on my experience with morphing and bending my ladies for my comic. I'm quite happy with this mesh, it still needs work (like those big polys in front of her abdomen). I tried not to be too clever but at the same time I just focused on what I find most important. It should be a nice balance between V4 and something HiRes. Some areas have more polygons to account for bending and stretching, some areas have a uniform distribution of polys to accommodate for large bending areas and also for a better smoothing result with FBMs. I have taken a decisive step away from muscle definition in the mesh since I've always found them to be a pain in the ass to work with with V4... and considering most women are soft, gently rounded and not mini-Swartzeneggers, I'm quite content with giving that part up.

I've currently just used the V4 topology to get me going and I'll fix V4's head on here for now, but eventually she'll get her own shape and head. The PE head is already made but sill needs work. Overall, I am confident that this mesh will be it, aside form a few minor changes.

Ok so for now, please hold your horses! My aim is to FIRST make her star in my next comic, but before that happens I still need to make a Texture Transfer Application in C# to convert V4 textures (maybe also Genesis textures), which will be quite a challenge. I will email the guy that made the Transfer Utility for Dawn, maybe he's prepared to help. But I'm not sure if he can help because of the unique format of PE's mapping. 

But first, I'm going to ask some experts what they think of this mesh. If you have any opinions, let me know.

And by the way, this is just the mesh, the morphs and JCMs and textures for this mesh are not yet done. 
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Comments: 4

skin2279 [2015-11-01 00:57:01 +0000 UTC]

You don’t seem afraid of vertices with 6 or even 7 edges connected to them.

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erogenesisCGI In reply to skin2279 [2015-11-01 02:55:45 +0000 UTC]

oh but I am! I think this is the old version. Those stars should be gone now.

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nakedfunn [2014-08-13 03:55:53 +0000 UTC]

Now this is interesting, because so many if not all previous models (from the standard lot offered) don't give much room between the fingers. I guess you'll have to decide on how close up to body parts would we want to see, or what would be seen.
If a hand were seen up close you'd see all of the little joint wrinkles. Most use textures to give the illusion of joint creases & wrinkles, so again it all depends on how close up to a hand would you expect to see up close in detail. 

👍: 0 ⏩: 1

erogenesisCGI In reply to nakedfunn [2014-08-13 11:46:53 +0000 UTC]

ya I actually added more detail between the fingers to create some realistic webbing. I hope it will work! I really wanna be able to make very nice hand renders. Hands are a beautiful part of the human body, and can speak volumes!

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