Tuesday, 9 February 2010

Body Language - Sexy, Flirtatous

I have been looking at body language and how with actions alone, no sound it is easy to tell how someone is feeling.

I found the website eHow, which was fabulous for videos showing body language. All these actions re staged, but give you a broad clear insight into what people do with there body language when they are feeling a certain emotion or even simply just in there every day life.

This is an image of a cartoon Jessica rabbit. It was also made more realistic below, b de-cartoonising it.

My favourite body language was Jessica rabbit however. When i thought of the word.
Jessica is the absurdly sexy wife of hapless hero Roger, and she's a constant temptation to detective Eddie Valiant. With mock innocence and more curves than Daytona, she delivers the immortal line: "I'm not bad, I'm just drawn that way."

She is seen as being very sexy and flirty, and in a clip of her from the film that i viewed her body language is very powerful, and gives of the sexy flirty vibe, with the use of her shaking her bum, pouting her lips and flirtatious eyes.


When making my own Jessica rabbit i would chose the cartoonised Jessica rabbit, as it gives me more time to concentrate on her facial expressions rather than how realistic she looked.


These are certainly true for Jessica Rabbit, that's why i think she is a perfect character to study.

Another person who portrays similar behaviour is Marilyn Munroe.

Marilyn Monroe personified Hollywood glamour with an unparalleled glow and energy that enamored the world. Although she was an alluring beauty with voluptuous curves and a generous pout, Marilyn was more than a '50s sex goddess. Her apparent vulnerability and innocence, in combination with an innate sensuality, has endeared her to the global consciousness.




By looking at these pictures, and Reading about how both of these characters portrayed sexy, flirtatious behaviour I can create my own model and to be just like them.

I want to create a character who s sexy and feminine. I am going to focus on what makes a woman sexy and feminine.

Creating my character


SHOES

I started off by creating the shoes. I decided to go with some girly high shoes and did this by creating a box., and extruding out areas so to give it the shape of the shoe. I played around with the shape of it until i got the desired shoe.






LEGS





After creating the shoe I created the leg. This started off by creating a tube, and extruding it upwards to begin creating the foot. I extruded out three times to created the ankle, and then up once quite a bit to create the bottom of the leg. I then extruded up three more times to create the knee cap.I did this all again to make the top part of the leg, and created the top of the thigh by extruding up one last time.






No that the leg has the correct amount of segments. I can begin to make it into its proper shape. I had to remember that i was going to be making only one and using the symmetry tool.





I looked at images of Jessica rabbit to see her skinny legs and use them as my own. At the very top of the leg this was the thickest part as this is where when the symmetry tool is used, the bum would be created. Where there were a group of extrusions closely together like below, this was were the knee caps and bends are, I made these slightly extrude out.


in the top segment of the leg, I cut into it so that I could create bum cheek. As i knew I would be adding a mesh smooth to it, I wanted to make it very big as in the videos and images Jessica rabbit is very curvaceous. I tested it by looking at it with a mesh smooth on to see how big i wanted to make it


I wanted to attach the show to the foot. I did this by dragging down the vertices's into the shoe. I wanted to to look human look so i looked into images of peoples feet in shoes and tried to copy it.

I managed to do this by , pulling the vertices's around and cutting into the polygons and creating more vertices's. .





BUM


Above was the outer leg part. As i wanted to give her some hips I pulled out the vertex to make her as curvy as possible. The inner leg however was slightly more difficult as, the vertex needed to be in the right position otherwise the bum would be deformed. I had to pull up the inner vertex's quite high to give the effect of the bum.





Without adding the symmetry it was very hard to see how it would look like. So i added the symmetry, as you can see , its looking a lot more like a bum now.As you can see from the images below, adding the mesh smooth made them much more realistic. However it did take me a long time to get all the vertex in the right position, to give her good bum cheeks.



DRESS

Now I had completed Jessica's legs and bum, I began to create her dress. I started off by creating a box, moving around the vertexes and deleting polygons. I wanted to try and copy the dress she wears in the film, "who framed roger rabbit", which she also wears in the pictures:



I coloured the box red, and tried to create a dress with no sleeves, and a low back.


I then put the top on top of the legs and extruded down around the bum. I spent a lot of time on this as i wanted her bum to look very good as its one of her most important assets as being the sex symbol that she is. I had to pull out the vertices's around the bum and make sure it was smooth. I added a mesh smooth on, and kept testing it to make sure that the bum ran smoothly.









I then extruded even more down to the floor, as in the film her dress was very long and flowy, at the back.I selected the vertices's just under the bum and pulled them towards the legs. I did this as I wanted the dress to be clingy to her bum.












I selected edge, and created some new polygons by holding down shift and dragging around. her legs to create more of the dress.





HEAD AND BREAST





Now that the dress was finished I wanted to create the boobs and head. I did the boobs by creating spheres, and basically scaling them and editing them using the soft selection of verticies to fit it into the dress. I coloured the boobs to skin colour, the same colour as the legs.



Now for the head. I created a sphere, and then edited the verticies to make it longer, and scaled it down, to make the chin smaller and thinner then the rest of the head. After creating them, I pushed them to the side, to create the chest.






CHEST


To create the chest I simply created a cube, and gave it many verticies so i could play around with them. In the front view I matched the verticies to the shape of the dress and my characters boobs. I then switched to the back view, and matched the other verticies. After doing this to both the left view and right view also the box is now the right shape for the chest.



As i dont want the chest to be sharp, I added a mesh smooth with only one itteration which made the chest shape much better





PICTURE





EYES


To create the eyes, I created a sphere, and two eye lids . I create the pupil and the colour aorudn the pupil. I wanted the the eyeball to move easily using a point helper.


The LookAt constraint controls an object’s orientation so that it’s always looking at another object. It locks an object’s rotation so that one of its axes points toward the target object. The LookAt axis points toward the target, while the Upnode axis defines which axis points upward.



To assign a LookAt constraint I selected the object that i wanted to constrain. This is the object that will be always looking at its target.
I selected the animation menu Constraints and LookAt Constraint and then selected the target object.





To create the eyes

HAIR


The hair was created by using splines and making sure that the ... tool was being used. Each of the viewpoint need to be used, and the head of the character was made to be wireframe so that they=re is a clear shape to attach the hairs too.


I created the hair by using splines.


To grow hair from splines, you can draw several splines and combine them into a single object (or turn off Start New Shape during creation), and then apply the Hair And Fur modifier. You will see some preview interpolated hairs appear in view ports. The order of the spline sub-objects is important because Hair uses this order to interpolate hair in between the splines. If the interpolation seems incoherent, you might need to physically rearrange the splines.

The Hair And Fur modifier is the main component. This is where you style the hair guides, and set parameters for size and coloration, kinkiness, frizziness, and so on. I played around with the settings to find out what gave the best affects and smoothness for hair.