Friday, May 31, 2019

Days Gone 22 - Fitting Room to the Rescue (mostly)

Poser has a great feature called the Fitting Room. This is a place where you can do a sort-of cloth simulation in order to make adjustments to clothing props and make them fit the current morphs/pose of the selected figure.

I say it's sort of like the Cloth Room because it really doesn't seem to do full-cloth simulations (like where you can drape cloth from a pole or hang it on someone like a shroud. The Fitting Room is designed to be more limited in scope and just make clothing fit better on problematic or extreme poses.

So, as you saw last time, I was having more trouble with the straps of the chest harness the character wears:

Detail from Days Gone, page 5
© 2019 Mike Mitchell
Both the size and location were not consistent, plus the ring on the side should be under his arm, not forward, almost in line with his nipple. I messed around with this several times in Poser and just couldn't get what I wanted while the straps were conformed to his body. That's when I decided to give the Fitting Room a shot.

Now, I have used the Cloth Room in the past and had watched two quick videos about the Fitting Room, so it wasn't completely alien when I got there. I knew that I would need to define the soft object (the chest harness) and the target (M4 model) and then run a simulation.

Something I did not know was that this works best when all targets load at the 0,0,0 coordinates. When I was in the room I didn't see either top or M4. The viewports were empty. However, the Fitting Room Dialog box showed that the two meshes were available, so I ran the simulation anyway.

And guess what? It worked.

The top was reshaped to Mike's body. Of course, now I had to move the top across the cave and manually place it on his body, but it fit and looked pretty good. However, when it came time to render, I decided that i wanted more control, so I rendered his body and the strap in separate images and then combined them in Clip Studio Paint. I even used the Mesh Transform tool to reshape it just a little so I could get that ring away from his chest and just a little more under his armpit area.

Here are the results of my hard work (this time showing the entire four-panel sequence that spans both page 4 and 5):

Days Gone, pages 4 & 5
© 2019 Mike Mitchell

Needless to say, I'm much happier with the results. The detail on the stomach is more interesting and I think I did a better job on his hair this time around.

Next up: Selling Emotion Through Body Language

Friday, May 24, 2019

Days Gone 21 - Current Project Update

The good news is that I have not been sitting on my butt since my last blog post about this project (wow – 9 months or so?). I've been working on pages, figured out a new system for doing the hero's hair, and have been making progress. I also took some breaks to work on other things, such as Princess of the Trees 2 and a book cover for The Epic Anthology of Galaxy Prime. I will write (and share pics) about both in the future.

I'll play catch-up later and reveal some shots of the comic in progress so far. Here's a look at what I'm working on right now (and how I fixed the problem).

In order to "rough up" the hero a little and give us some visual cues that he had been in a rough fight with the dragon, I decided to add some cuts to the character. A few on his arm and one on his face. Now, the cuts on his arm are pretty easy to place – and if they move a little bit between panels I'm okay with that, as it enhances the hand-drawn look I'm going for.

But the cut on the left side of his face... That's turned out to be problematic.

I'll see if I can find a shot of the original attempt, but the short of it is that I couldn't draw it consistently from panel to panel, especially when his face was moving around. After a few failed attempts (and some discussion with other artists during a DigitalArtLive.com workshop, I decided that I just needed to go back and edit the texture map for the face.

Now, as you may recall (that is if I wrote about it, I can't remember), I have stripped almost all of the texture maps off of my main characters. This gives me crisper shadows and gets rid of the speckling that can be caused by bump and displacement maps.

Here's an example of a figure that still has those maps, and you can clearly see the small dotted effects on his face. Now, there's nothing wrong with this effect at all. in fact, I might keep it for The Princess of the Trees 2 book. But for this one it is an effect I don't want.

Arton Character Design (not used)
© 2019 Mike Mitchell
I do keep textures on some of the props and scenery, but for the main figures in this story I only have textures applied to:

  • Hair
  • Face (for eyebrows that I hand drew)
  • Eyes
  • Eyelashes (texture makes them 100% transparent)

So, in regards to the cut on his face I went back to the face map and drew the cut on in Photoshop. It took a few tries to get it placed correctly, but I am ultimately satisfied with the results.

Here's a look at the face map. When in use it is 100% white with only a few black items drawn on it; in this image I'm letting some of the UV guides show through so you can get an idea of where everything is placed.

M4 Face Texture Map
(click to blow it up so you can see the eyebrow details)

So, now that you've seen the underlying mesh and my Photoshop edits, here's how the map looks when applied to the figure across two panels of the comic.

Days Gone, page 5, panels 1 & 2
© 2019 Mike Mitchell
As you can see, him turning his head doesn't affect the placement of the cut on his face. This serves as a perfect guide for any edits I need to make to it during the touch-up phase (in the second panel I shortened it just a little because it looked too close to his mouth).

In the future, I will definitely be relying more on edited texture maps and less on hand-drawn post work to resolve these issues. Which will give me more time to focus on things like why, in the second panel, are the straps so much smaller looking and why has the bottom strap ridden up so much?

Next Time: A long overdue update