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Introducing Lili (T7 C2)

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Description

Conception: Preparation work for A2b.

Method: XPS: Load model, apply pose, tinker with pose, save pose. Open Material editor for texture reference.
Blender: Import model, remove doubles from meshes, smooth meshes, apply node set ups using Material editor for reference. Hide outer eye mesh. Import pose. Adjust minor aspects. Apply physics engine to hair.
XPS: Tinker with hair pose. Save pose.
Blender: Import pose. Adjust camera, backdrop colour and light intensity. Render.

Commentary: Hm... second Tekken model. I have to admit I'm not overly thrilled with how Lili looks in Tekken 7. She looks odd to me. I'm tempted to bring out Tekken 6 to check how she looked in it, but here? Something looks strange and I can't quite identify what it is. Mind you, the Namco published fighters have had odd character designs for a while as far as I'm concerned. The new art direction has left me somewhat cold to the two franchises (Soul Calibur and Tekken). Soul Calibur has it worse, I feel. I was horrified with the change in SCIV (not to mention the change in voice actors). Generally it's why I haven't really attempted anything with either franchises' characters despite generally liking the games. I'm not sure I would use this model again, though I feel there should be some fun scenes with Asuka.

Again, like with Eliza there was that odd outer eye mesh which effectively blacked out her eyes. Is there something in the game where the characters have black eyes? I really don't know. I have recently began to use the skin node set up for the lips but the colour came out wrong for Lili for some reason; resorted to the basic set up in the end. I checked the textures in Gimp and it wasn't obvious why this is the case. With Material editor, the specular map and normal/bump map pointed to the hair textures; except there were no lips on those textures. The lip diffuse map is separate to the hair diffuse map. Strange. Still doesn't explain the change in colour... Shrug Also, the cloth node set up didn't work for the lace on the jacket. Much like the Christie's dominatrix outfit there's an issue there to be resolved through alternative node set ups. Lili's is complicated by there being two meshes for the lace.

As for the hair... well... originally I used XPS but found it fiddly. So I had the bright idea of applying the physics engine in Blender to her hair. Have it fall down naturally; that would be nice. So I went about setting that up and even rendered the animation for 100 frames. But... the hair didn't really fall. It Ikki Tousened on me. So... back to the fiddly in XPS. grr Thing is... the hair really didn't pose well in XPS for me. As a last attempt I resorted to posing the hair in Blender. Actually it turned out better than I had anticipated. Blender was easier to use for posing in this instance. The pose I think suits her haughty nature from what I remember. It did need tweaking as it is a DOA model pose (A-pose), so the arms and legs were a bit off. Left arm was kept a bit further away from the body due to the clipping of her sleeves. What is it with these characters' sleeves?  

Credits:
Lili model courtesy of rolance
Pose by elDM - elDM's account and links are gone now. However, RockHowardMX has bundled them altogether here.
Node set ups:
Basic node set up (including hair) by DragonLord720
Cloth node set up by DragonLord720
Eye node set up by Hypster83
Skin node set up by Hiddenus
Tools: 
Blender 2.78c
XNALara Posing Studio 11.8
Assets/Copyright:
Bandai Namco

13th September 2017
Image size
1080x1920px 3.39 MB
© 2018 - 2024 Philosophoholic163
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