sprockets Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ.
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Hash, Inc. - Animation:Master

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Posted

Wow, when u say low density u mean it! That should be easy to animate! Maybe she could get together with my character, they seem a perfect match lol!!!

 

Im truly impressed by the low density/high detail you've created here. Be sure to post an animation, i want to see how it looks with the amount of splines youve managed to use! Great work!

 

SeanC.

Posted

The only problem I have wit this is the way you have the shoulders bending. At least put that one spline at a 45 degree angle to get a better shoulder. Other than that, awesome modeling.

Posted

Thanks Guys. :D

Zaryin:There's fan bones to be inserted at the major joints(including the shoulder)

I'm going to add v11 hair and eyelids. Unfortunately that seems to mean losing the porcelain(it's not working for me in the Alpha).

 

Fan bones added at major joints, no smartskinning

posed.jpg

Posted

I appreciate the simplicity of this character and how well that works. And 5 hours?!

 

I think the poses are excellent. Is she an exercise or for some greater thing?

 

Doug

Posted

It's an exercise with flow-on into my Superhero short.

I've always liked working with really simple characters, but I've had to add spline details to smooth out creasing. With the biased splines, porcelain, and Skycast lighting I thought I'd go back and how a simple character would turn out.

With meshes this simple I can quickly modify characters and add details(in certain areas). The man was about an hours work on top of the woman mesh and all the setup was retained.

Does anybody know why the hair is so much darker than its assigned colour(bright yellow) ? or why I'm getting the little square shaped artifacts on the hair

(Rendered in the alpha)?

man_woman.jpg

Posted

And because I'm having fun, here's a low res hippo I modified from the man.

Thicker characters become harder with the low res mesh. The legs are nowhere near as successful.

hippochart.jpg

Posted

Try upping the ambience on the hair, it might be all the shadows you have cast on the hair that's causing it to show up much darker than the origonal colour.

Posted

Natess44: I'll try that, but it shouldn't be the case. At least not to the degree that it's happening.

Christina:The man i'm referring to is the left hand model of the two in the picture with hair. I often start with a completed mesh and modify it if I have one that I think is close enough. for example I used the man's face to build the woman's.

I import the model and roughly shape it by cntrl + scaling, translating and rotating bones, I then use a distorion box to get it into the general shape and then tweak by hand. For the woman I added an extra spline around the mouth for the lips and added an extra one around the eyes to allow for the extra width of the face. For the hippo I deleted several splines on the legs and arms, pulled the spiles into shape and added the circular splines for the nostrils.

Posted

Very cool stuff John

 

The woman is very interesting.

 

the man and woman are really cool ( did you get a chia pet for xmas ? ):D

 

I think the hippo looks like its a jade carving very cool.

 

Just great work. :)

Posted

Hey, you do really a great job!!! I'm impressed..

Would it be possible to give one simple character to download, because I'm very interested how exactly you used the splines... you would help me much, thanks

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