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Terrifying

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Tda face left, Fatal Frame Miu right.  (It turns out that a lot of my model downloads are all fucked up from me editing them and saving over accidentally...)

Tda's not unique.  Evey anime face MMD model looks like shit from this angle.

Zombie Eyes: Part of this is the deep-set eyes designed to track the viewer.  If the viewer is below, the eyes appear to be tracking what they cannot see.  An auto-blink morph would be handy here.  I don't know if it would be enough.

Nose: I have no idea if this nose style is necessary.  Anime is not known for big noses.  Hadn't noticed this before, will have to compare to a few other models.

Necks:  We all know necks are bad places.  The beginners think it's all screwed up textures on head swaps.  Typical anime exaggerates wide faces and slender necks, and this is the angle where it shows poorly. Even if you're careful about your normals, this is a steep shift.  Smooth the verts until it works.,  Deformation is always going to be a problem and SDEF won't work here.  Try a shape-correcting morph instead.  NM that many editing techniques will leave the normal-illiterate with a sharp edge here that needs fixing (not shown).
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Comments7
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Taemojitsu's avatar
It should be possible to write a custom shader for eyes that use the camera-auto-tracking "osoroshii ko" eye setting to rotate the eyes toward the camera (after moving them back to where they'd be without this facial morph). You'd start by getting the default or current position through the head's angle, though the relationship might be different for different models. A little complicated, but I think it would work. If a shader like this was widely used, it could affect model development positively.

The default eyes aren't supposed to track the viewer; I think Tda-style's oval eyes just make it harder to tell whether the model is looking at the camera. But the option of bringing the irises into the center of the eye, which definitely creates the zombie-eye look, probably makes model creators too lazy to make the iris very close the eyelid. If it's broken for some cases, it's easier to assume it'll be broken for all cases.

I think I've also read that you can mimic the eye's natural appearance by using inward-pointing cone-shaped irises or something, so light from above causes brightness on the bottom iris; this isn't being used in MMD but it would also look bad at steep (?) angles.