
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
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. 

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 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.


HEAD AND BREAST

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.

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