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Hash, Inc. - Animation:Master

alweb

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Posts posted by alweb

  1.  

    PS I think you're thinking of peaking the crease under the chin fat.

     

    Yes ! that's what I've tought Ken . thanks !

     

    Here a sketches about the feet... I've added some toes...it fit better IMO

     

    later

    Al

    post-667-1131637478_thumb.jpg

  2. Yep :) , she's coming yoopy !

     

    some notes:

    She got two theets bigger on the side and some smaller one in between ,... unequally spaced

    Also she would have some big molar on back of the mouth visible when she's open wide...

     

    About the chin and other fat region , you should use a "non-smooth " cps line

    ( don't remember the term , I mean using right angle cps )

    As to split the chin from the chest and to highlight other fat curve ...creating a crisp line would help.

     

    Another solution is to let the fat of the throat fall over the chest (pass throught ), this will create a straight line automatically... not quit elegant IMO

     

    hope I'm not too confuse here ! ;)

     

    For the feets , mmm ? the toes seem too long for the feet lenght...1/3 - 1/4 of the lenght should be enough

    Yes she's wearing slippers...and slippers tie between her first toe .

    ...think about some japanese girls feets ! hehehe !

     

    Of course feet are important, we see her feet lot of time ...

    I'll try to provide you some detailed sketches if you still need it...

     

    PS: Ears attach a bit strangely to the head...

    Al

     

     

    I think we're getting closer. The teeth are just put in there roughly to see how they look. I'm having trouble getting the chin/neck right, but I think it's looking better.

    Also, could I have an image of how the toes should look. Is she wearing slippers? Are we ever going to see her feet?

  3. Bob,

     

    I would see the skirt over the pants ... the skirt have lot of ply so it would be a good challenge for those who like clothe simulation... but if it got problem with that , a constrain/pose/smartskin system can be set to deal with skirt movments...

     

    NB: Ken don't forget to model two big asses, that way a clothe simulation would look funny by showing those asses move under the skirt ? ;) especially in back view...

     

    other issues

    -Top garnments would be regular modeling , with some rig setup as needed ( tip of shirt etc. )

    -A special rig system for the fan tail behing the head

    -Another system for the cap ( cloth simulation ?)

     

    ...my tought about that

    Al

     

    Ken,

    About the toes...

     

    But do as you feel it...

     

    Al

    What do you think is the best way to handle skirt ?geom?

    BT

  4. Ken,

    About the toes, its a big toe with the rest of the feet... not like two toes.

    The big toe is use to hold the sandal , we say in french "les babouches ";)

    ...see what I mean ?

     

    About the face, maybe you should drive your modeling from the front view ? it's the main one IMO.,

    and adapt the side one to front proportion...

    As it is , in front view the head look too upward so it doesn't fit with the rotos and give us this false impression that it doesn't stick to the ref.

     

    But do as you feel it...

     

    Al

  5. A few more tweaks. She's symetrical at the moment, but I can change that at the end....if not, it can be put into a default pose that will always be with her.

     

    I gave her some nails. I wonder if I should put some nails on her toes?

     

    Ken ,

    Nice details on the face Ken,

     

    I think the smile/mouth should be wider in front view ...

     

    for the feets , IMO it's not a two toes character ... So if you can , make her with regular reptile feet (?)with nails... her feet should remain small with sandal...

    + don't forget Jim remarks that I've sent you in my first mail... about the size of the calfs and feet etc

     

    thanks

    Al

  6. You say stick more to the sketches....is there anything that catches your eye in the latest update? Perhaps the chin area needs fatening?

    Ken,

    mmmm? , maybe...? I' m just figure out that you use the full body roto , so that's why the mouth is close !

    ;) hehehe ...

    I don't want to comment to much at this time , it's a good work !

    go ahead , you're in the good track Ken !

     

    Don't forget a complete inside mouth , with gum and cheek muscle etc.

    ( I've sent you some interesting mesh on this topic, if it can help )

     

    In a words , this model is basically a reptile , same details...

     

    PS: just one thing , would you show us just half of the model next time ? ... a face and side view

    with an extra shaded wireframe rendering ? it would help us to compare with the rotos ref...

     

    Thanks Ken

    Al

     

    A few more tweaks. She's symetrical at the moment, but I can change that at the end....if not, it can be put into a default pose that will always be with her.

     

    I gave her some nails. I wonder if I should put some nails on her toes?

  7. Hi Ken

     

    Glad to see that you've start modeling Yoop ! ;)

     

    Would it be easier to work only on half mesh ?

    Are you working with the mirror modeling option ? personnaly I don't use it much , cause I don't want to see all that mesh and deal with it ( hide) ...so I cut the model in two ... and double it only when I'm satisfy . ..it work for me

     

    Regarding the sketches you use to model ...

    I would suggest to use the facial one for the head , they are more precise...

    Also you can adjust them in photoshop ( with layer and scale to adjust proportion as you wish)

     

    IMO ' I agree with Bob about the neutral face etc. , but as modeling purpose only I would use the extreme facial pose, it will give you all the mesh you need for further expression...and at the end , you can make it back to a neutral face and keep the extreme expression as a facial pose ? what do you think ?

     

     

    Nice start so far... try to stick more to the sketches if you can.

     

    later

    Al

  8. Alain, I think that he means Tin Woodman's servant....

     

    ? hehehe ! are you sure ? :huh:

    The Servant who open door at the TW castle in the first animatic ?

    I was confuse cause of the thread topic where character are from yoops#1 animatic...

    Sorry , forget that extra character.

    ;)

    Martin would you confirm that ?

     

    Al

  9. Ken

    Cool !

    I've just sent you a model as a starting point.

    It is fully rigged and stuff but use only what you wish...half mesh .

     

    Hope I've use your right e-mail ( I took it on your two model page)

     

    Maybe it would be better to start a new thread for you modeling work in progress ?

     

    ciao

    Alain

  10. Wow, it would be great if you could build her, Alain.

     

    Could you please do a character design of SERVANT?

     

    Hi Martin,

    Is this design of Mrs Yoops approved ?

    If yes , I begin a busy week so... I think Ken H. would like to model her, he's a great talent.

     

    I would look at his work if you wish... if he need it

    I'm also able to provide a similar model mesh (groumz ?) as a starting point if the modeler like it.

     

    What do you think Ken ?

     

    Martin , If you want me to check over some other modeling , I would need an assistant to make the follow for me, on the forum thread , discussion with modeler , taking decision on secondary design , collecting ref and data etc... I'm not checking forum every days... And it take time.

     

    Vern do great with ku-klip workshop , a good collaboration between us , I think ....

    I would need some help like that to supervise modeling of set and/or characters...

    Any volunteer ?

     

    For a Servant character sketches , ok, I'll make something ASAP.

     

    later

    Al

  11. Some answers

     

    In my mind , those secondary creatures and stuff evoluate independently from Mrs Yoop.

    She remind lonely...

    They are more part of the castle ...monster reside in painting or in well...

    They live in the shadows... free to animator interpreting those stuff.

     

    Since the castle is a magic place , strange thing can happen...

    A absurd character can pass by , coming from another story or space in time etc.

     

    Eyes on door look funny to me since the door obey to the magic happron , the eye display the mind of the door if there is a mind for a door ! ;)

     

    I'm not sure of anything about that stuff , Bob view of background seem less detailed , more stylize (looney toon style ).

    It's the right way to go , especially for conversation scene...But I think there some place in the animatics for secondary action and more detailed scene... and like Rodney said , it would give meat to secondary action animator who are a lot waiting in line ;)

     

    lets wait for Bob point of view about that.

     

    Al

  12. Very good !

    Superb work Bob ! I like the way you draw the characters.

    The forest scene is great with the passway in the tree.

    ...the kind of tree you got in the west !

     

    Maybe I would let them explore a bit longer the Tinsmith shop before finding the cabinet with the head...

    time to see some techno-thin work in progress in the lab !

     

    Al

  13. I love them!

     

    Are there really monsters in her castle? Or are those statues also?

     

    Jim

     

     

    Well... I've see monsters as background characters... they are not very visible...they hide in shadow .

    Sometime they seem statue or portrait and suddently they move...

     

    see what I mean ?

     

    Also I've think about a servant guys who walk here and there with a plateau... just passing by ... don't know what on his service plateau ?

    Or a beast guardian with an unlocked chain searching for some escaped creature...

    And what about a lost metro driver ?

     

    ...just to add some absurd humor ...

     

    ;)

    Al

  14. Hi,

    Here some sketches and plans I've made from the Yoops #1 animatic.

    I've try to make a path to follow through the differents sets I've identified in the animatic ...

    Those sketches are for discussion and are not appoved in any way ...

    I've add some secondary idea and character here and there ( like the eyes on doors , well and monster )

     

    NB:

    I would like to add something about the yoop castle design ...maybe it would be wise to be carefull about using dome ( US Capitol style or mosque style ) type of building and decoration for the Evil castle...

    ... to avoid further misinterpretation about evil ? ;) other than the f*#@$% prince of darkness ! hehehe !

     

    Other design ref picture has been suggested lately, kind of viking style...it was cool IMO.

     

     

    Thanks

    Al

     

    Also a sketche about Thin Owl design

     

    Al

    post-667-1130778904_thumb.jpg

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    post-667-1130778988_thumb.jpg

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  15. Super cool again !...

    I've been a bit confuse with the action of the apron's stealing part ... but IMO it leave space for animator work...

    the Yoop castle part 1 is great too... I like Bob character's design... the proportions are good , they are expressive ... they are not final so they can be adapted to AM 3D modeling.

     

    I would like to know if Bob would share some details on how he procede with is animatic work...

    He's technique is strong and it'll be a great learning tut for me and for other surely.

    ... I don't know , things like:

    -how much time he took to complete a part

    -which software he use (size , format etc )

    -Is he drawing directly with a wacom tablet...or he use a scan

    -He start with a voice track for a rought timing ? or with music ? or key sound etc

    -...look to me that he put some key drawing for a rought timing first ...

    and add some in-between to refine action ?

     

    no need for a complete tutorial here , just some pertinent details and comments . it will be very interesting and appreciated

     

     

    Nice work Bob

    Regards

    Alain

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