Sintel, the Durian Open Movie Project » Blog Archive » Sintel Model, 2nd Stage, with .blend

    

Sintel Model, 2nd Stage, with .blend

on December 21st, 2009, by angela
sintel_stage2_model

Sintel, stage 2 model

Sintel’s 2nd modeling stage is completed. Sculpting finer details will follow.

notes: Scale of measurement for Durian, 1 Blender unit = 1 meter. Geometry pieces of hair/eyelashes are temporary and will be replaced with hair particles.

Here’s the .blend

Happy Holidays! 🙂

– Angela

78 Responses to “Sintel Model, 2nd Stage, with .blend”

  1. Todd McCullough Says:

    I think her proportions are fine. Does every chick now a days need to resemble a porn star?
    I think her hands are an excellent size. Zooming out we’ll still see them animate. Michaelangelo’s David had big hands. Most artist’s exagerate hands. Esthetics.
    I can see why they chose you for the job angela. Great work.
    Question?
    What are you going to do when you go to sculpt?
    Are you going to alter the sculpted mesh to have polies that are a more uniform average size across the entire mesh?
    Or are you going to sculpt this mesh?

  2. Emili Sancha Says:

    Corset ??? !!!
    http://en.wikipedia.org/wiki/Corset

    Happy holydays !!!

  3. Bao2 Says:

    Sculpt now? I think it is perfect as it is just now.
    Better in my opinion the childish look than the proposed modifications for making her to look more aged.

  4. Lancer Says:

    Nice work – as others have stated she’s pretty high poly… I immediately thought “that’s too many edgeloops” when I saw her face. Looked like you’d decided to subdiv the face to make it look to us like you were modeling really smooth or something.
    The thing I’d worry about as an animator would be the amount of loose cloth etc in the sleeves, trouser tears and necklace rope… are all these elements going to be animated in the action?

  5. Ricardo Says:

    Excellent work Angela! What’s your operacional system? Bye.

  6. be200fx Says:

    Something about VBOs here: http://en.wikipedia.org/wiki/Vertex_Buffer_Object

    Magic_Man_3D: thanks for mentioning the easter egg. I wouldn’t even have noticed it.

    Angela: Your meshes look like all curves — how do you do that? Is there a tutorial out there somewhere?

  7. RH2 Says:

    liberal use of edge loops 😀

    nice

  8. Gianmichele Says:

    I don’t think the model is too hi res. Unfortunately for the kind of detail they want and the resolution this is going to be rendered, that’s what is required to have really good deformations.
    I’m curious to see how you guys will handle all the details throughout the whole pipeline, from modeling down to rigging, animation, fx and rendering. This will be a really good test ground for Blender.

    Anyway, I wanted to say: Wonderful model Angela! Not too sure about the cheek area but everything looks super cool!

    Gian

  9. Bert Says:

    I guess another thing that bothers me, and maybe I haven’t thought it through, but the asymmetry in the costume design seems more for the sake of asymmetry itself rather than for the practical benefit of the character.

  10. ndee(Andreas) Says:

    @ Todd McCullough
    I don’t want to make her into pornstar. As I already have written. But it seems that most of you guys like her that way she is, so I have no Problem with that.
    Just wanted to point out in which direction her body could go to give her a slight more female but even so girlish touch. It has not to be that much. If you know my Charakters that i paint you would know, that I am far away from that pornstar cliche.

    greetings Andreas

  11. Ron the Hybrid Says:

    Awesome Original Model. It really helps those , like me, who are wondering how to make rig-ready topography, especially for joints. NOTE: No matter what you do you will have pointless critiques, I’m not one of them, good job!

  12. ndee (Andreas) Says:

    Just to clairify this! I really like this Model as it is! And Angela you’ve done a great Job so far. This is not meant as critique, but just to give some other inspiration. For me this could help sometimes alot. Just to see what are the possibilities and you just take what you need. If Angela doesn’t like it she can ignore that. I am totally ok with that 🙂
    I am absolutely behind the decisions of the durian Team. They have there reasons why they do things they way they do it.

  13. ghO Says:

    Campbell, adaptive subdivision sounds really good. Is it only planned for render or also for fast display in viewport when sculpting?

  14. IdoNotKnow.. Says:

    Hello Angela,
    i have some questions about the Model of Sintel

    Is the model itself (without clothes) going to stay like this? because there would be more clothes for her or not? For example the hands or feet, should Sintel always wair boots and gloves?

    Just a question^^

  15. JustinBarrett Says:

    ASubD sounds amazing….I love that this is being looked into….or at least being thought over.

  16. Gez Says:

    The model is awesome. It has a good balance between detail and simplicity, and the topology looks great everywhere you look.

    Just a few thoughts:
    +1 for the hands comment. They look like a 10% larger than they should be.
    The clothes look good but the boots look too modern.
    I’d “fix” the larger hole in the pants. Maybe with a sewed patch or something. I guess that one doesn’t leave such holes on the clothes when you have snowy weather 😉

  17. RidiculousX Says:

    is there a technique you guys used to make all the perfectly shaped straps/belts/laces? like the knot in the necklace and the laces etc… i’ve tried making such models by manually extruding and rotating and positioning until a strap is formed, but unless you pay careful attention to usually ends up kinks and other inconsistencies.

    thanks a lot for releasing this BTW, it’s really hard to find professional quality models for free, and for enthusiasts like me it’s endlessly fascinating to look at stuff like this rather than just the finished product.

  18. tmcthree Says:

    v nIce, glad you steered away from the overly sexualIsed look, clIched tIny waIst etc. She looks lIke a pretty tomboy.

    @Campbel … AdaptIve subdIvIsIon would be great, partIcularly If It could be somehow made to work In conjunctIon wIth multIres and sculpt!!

  19. Blendiac Says:

    Cool! I was able to open and rotate this on a computer with the open source Radeon video drivers. It looks great! I liked it when I first saw the photo’s but I like it even more having seen all the way around it. So many nice little touches from the cord wrapped around the dagger handle, to the belt holes, to the way the straps over her shoulders attach at the back. Beautiful work, Angela!

    I’m hoping the Blender store is going to have some kind of “modeling with 2.5” training product after Durian comes out. I’d love to see how you did this!

  20. zaghaghi Says:

    Hi guys,

    Thank you for the model 🙂
    I add some details to hip_shield, take a look.
    http://www.blender.ir/users/admin/sintel_with_tazhib4.jpg
    http://www.blender.ir/users/admin/sintel.jpg

    have a good day;

  21. Tiffy Says:

    Angela,

    Your modeling of this character is beautiful. Thank you so much for this sharing of your work-in-progress.

    Happy Holidays back atcha

  22. iozk Says:

    the file no open in blender 2.49b

  23. Dylan McCall Says:

    I was playing around with cloth sim on a slightly simplified mesh 🙂

    Works pretty well (yay, Blender!), but I did encounter one odd scale-related problem. The minimum collision distance is, at a minimum, 0.001 units. If you make a cube and scale it to that, then measure it with the distance from the top to Sintel at the start, you’ll notice that this is a pretty significant distance on the current scale of your mesh! (This is also a fine demonstration that, if somebody wants to make something cool, they should make a ruler tool).

    Indeed, the simulation is then totally screwed up because the top starts off inside that collision distance. It is pushed away, rippling like crazy.

    I scaled the scene up a bunch so that 0.001 was actually a reasonably small distance, and all worked well.

    So, hopefully Blender can be made to handle a smaller number than .001. (Unless, that is, I’m completely misunderstanding things; I haven’t played with cloth much before. It is so much easier in 2.5, though, so I couldn’t resist!)

  24. Niyado Says:

    Hey guys, this is so great, dont you guys have a tutorial about good topology and how to evade triangles? im stuck in that, i know how to model but when the tris appear sometimes i dont know how to deal with them, thx 🙂

  25. Anthony Says:

    Great Model
    I added some more accessories eg. sword…

    http://farm5.static.flickr.com/4051/4247605902_1548c9751f_o.jpg

  26. 3v1l-60bl1n Says:

    First of all you are doing a great job, but i have a, what might be considered, stupid question, but I’m a super-noob, who didn’t do
    anything in blender before, but I am interested in learning.
    Now I’ve downloaded the .blend-file and I wasn’t able to open it in blender.
    is it caused by the blender version 2.49b that I use, but the file was made in 2.5alpha? when i wanted to open it, blender crashed. I’m using windows vista (32-bit), by the way. Python 2.6.4 is installed.

    Keep on producing this awesome movie, I’m sure it will be amazing

    Greetings from Germany

  27. D Says:

    @3v1l-60bl1n:
    Yes, you should download a recent build of 2.5 from http://www.graphicall.org to open the blend. 🙂

  28. Krzysiek Kajura Says:

    Angela… You are the best 3D modeler which i ever seen.
    I do not know how to thank you, for sharing model
    There are no words that I could use to express how wonderful the model You created. For me, it would be a dream which come true. I will be training 😀
    Just keep going!