Interested in advertising on Derpibooru? Click here for information!
Help fund the $15 daily operational cost of Derpibooru - support us financially!
Description
The nose is indeed crooked! But that’s intentional.
[image]
It’s meant to make the face more show-accurate depending on the position of the camera relative to the face. The 2D faces from the show also looks like their noses are slanted when their head is around a 45 degree angle relative from the camera, at least it does to me. Hence why I implemented this. It might pop out to jarring to some people, including you, but I think overall it improves the overall appeal of the head shape of this model.
Ye, I get what you’re sayin’.
Edited
Yup, I know about that reflective and mirror problem. I haven’t had to do this yet, but when I do I plan on just putting the reflective object or mirror into it’s own render layer and move around the controller that controls this mechanism to match the angle of the reflection, if you get what I mean.
I know that the sides switch a bit quickly when the camera rotates around the front here in this demonstration animation, but I haven’t heard anyone say this for any actual animations I’ve created where the head switches sides, so I assume it’s just that the camera rotation here just makes it more obvious, which is fine since this was supposed to show how my mechanism works.
I did not consider doing such a thing to maintain the visual similarity from different angles.
I imagine it wouldn’t work quite as well if there were mirrors and reflections nearby though, unless you baked the reflection’s viewing angles into them.
Looks like the nose switches sides too quickly as the camera passes in front, you can see it visibly shift angle, I’d maybe smooth that transition out a bit
“Most impressive.”
I have never adjusted the amount of skewing at all in any way ever since I publicly released renders of this model. It’s the same as it was back in January.
Edited because: Grammar
I remember seeing this in your scraps on dA ages ago. Is the amount of camera cheating really this extreme still? If so, you’ve gotten pretty good at hiding it during head turns. Either that, or you have a way of dialing in the amount of skew the face takes.
“Okay, it may not be that deepest of darkest of secrets, but this system has been present in my model since the very beginning. The system is entirely automatic and changes on its own depending on where the Primary Camera’s position is. Having the face change like this depending on the camera angle is actually EXCEEDINGLY important in keeping the face looking show-accurate, especially at 45 degree camera angles. A lot of other 3D models of ponies I’ve seen doesn’t quite look right from that angle. The muzzle ends up looking way too flat even though the size and length of the muzzle is accurate to the show. So I had to get creative with my own model. I believe this is the first time something like this has been done to a 3D pony model where the face dynamically changes depending on camera position.
The eyes also adjust slightly too. Another thing I have noticed from other 3D models is that the shape of the head is sacrificed greatly just to keep the eyes looking correct from both the front view and side view. And by that I mean if you were to look at, say, CreatorOfPony’s models from the top view. With the mane hidden, you’ll notice that the top-front side of the head is actually V shaped to keep the eyes easily visible from both the front and side views. This is something I didn’t want to do, and it was a challenge trying to figure out what I needed to do about the eyes very early on. That’s where this system was born.”
[Inaudible pitch bending screech]
Because the show style is still really good?
The thing about 2D animation is that characters don’t have to look the same head-on as they do in profile. From one frame to the next, there’s no direct, physical relationship between features on their faces that has to be maintained, like with 3D objects. G4 ponies have eyes that appear seemingly wider-set in profile than they do head-on. When you model them in 3D, you have to pick one or the other. Cue hilarious stuff like the Gameloft models:
Or, you could warp the features on-the-fly, like this.
Edited