sprockets 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. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

Skull Head


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You appear to be an ex polygonner by the looks of the spline work. You need to use continuous splines. Anythign that dead ends in a multiple sline join will crease. Try something like the attached. Remember hooks and the occassional 5 point patch are your lifesaver when it comes to good, smooth organic modelling. Try to keep the patch count down and only add spliens where you NEED to.

 

Cheers

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Better, but you have Peaked or discontinuous splines running down the side of his cheek and the spline next to it (centre of cheek) needs to continue down and not jump off to the left. Similarly the cheek spline that curves around his mouth should continue down and run that horizontal spline across the face (yes you will end up with another 5 pointer, with a little planning you can get it small, flat and out of the way.

 

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I continue the splines around the check and went down to the teeth and they lined up a lot better on all views. Next I'm working on the teeth. I had a few 5 point patch in the back. Is working on the skull the same way you work on a head ?

 

 

Skull_head_3.JPG

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There still looks like a few strange areas though it's difficult to see as the cps are so small. Searching the forums for spline rules or something like that should bring up some helpful threads.

I think you could reduce the spline number going round the cheeks to get a smoother result. Also the number of splines coming out of the eye socket.

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Now I'm catching on when I rendered the model its smooth on top got les control points and around the cheek area is a little ruff. Think if I take away a few cp around the cheek area and add 5 patch will help out or redo that part with less cp.

 

 

Skull_head_4.JPG

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I selected the cp around both side of the cheek and hit the hot key o and it made it a lot smoother.

Now her come the fun part painting it. I'm thinking eith decaling it or using photoshop. I'll do some

search on the forum for painting see up other done.

 

 

Skull_head_5.JPG

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Yes, it looks like you have both peaked splines as well as curves slines joined on the curve. The latter is a no-no. This can happen when you tack new splines onto the end of existing splines. They don't always attach to the correct spline. Turn on your manipulator tool to see the actual direction the spline travels.

 

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what hot key do you hit when you turn the manipulator on. When the manipulator on dose a box come up the has x y and z showing the location and tells the number of the cp.

 

Oh Yah I deleted the left side and copy and pasted the right side.

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Here is one of my finals what I learn I learned that les splines makes a model smoother model , totaly for got all about the manipulator button to adjusting the splines. Thank for the help Kenh,higginsdj,and the other who helped yall are awsome. Time to take a break from this one work on eat my dust.

 

 

Skull_Head_7.JPG

 

Sorry for the white aera in the pic for got to crop it. Just curious how come does it take so long to render a pic.

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Sorry for the white aera in the pic for got to crop it. Just curious how come does it take so long to render a pic.

 

We'd need to see a screenshot of your render settings to answer that accurately. From looking at the scene, it shouldn't take that long. Also, what are your system specs...

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My system spec dell inpiron 5150, intel p4, 1 gig of memory, 40 gig harddrive, gforce nvida card I'm using a laptop. when it rendered it took like 8 min. to go through 30 frames I should of just done the quick render insted of the movie clip render.

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