Project Maiko: Maiko v3 modeling complete

 Quick pose and clay shader test with a Wind forcefield on the hair. Bangs settings need more work to look right with the wind.

Quick pose and clay shader test with a Wind forcefield on the hair. Bangs settings need more work to look right with the wind.

Modeling on the third version of Maiko has finished (save for a few details.) The first two versions had various issues that made them tedious to work with for making actual art, such as elements that only looked good from a few angles and limitations on their rigging. I've taken everything I learned from making the first two, and several months more experimentation, to create a final version.

v3 uses cloth sim for hair and clothing, allowing for such effects as blowing her hair in the wind, or for the pleats of the skirt to actually open up properly in response to movements of the legs. It also uses the new MakeHuman proxy mesh for skinny figures, giving improved definition in parts of the body such as the neck and collarbones.

Over the coming weeks, I will be attempting to actually make some compelling art with this character. This will start with test renders as I build up the shaders and textures, and move on to more complex poses and scenes. More tutorials on the creation process will follow.

Update 1: Quick Freestyle