agep Posted May 2, 2008 Posted May 2, 2008 Hi guys I'm having a break from mechanical modeling. This time I'm modeling a dinosaur, something I've always wanted to do. I got the mesh made, but is going to do some detail (especially on his head) and proportion tweaking. Let me know what you think so far btw, is there a premade rig (like the 2001 rig) that will fit this little monster? Quote
bentothemax Posted May 2, 2008 Posted May 2, 2008 btw, is there a premade rig (like the 2001 rig) that will fit this little monster? I don't know that there is, but I think that making one would be challenging, but well worth it. I have rigged a dragons head pretty well before (of course the body will be the hard part ) That looks great! A few parts look slightly odd ( maybe a bias thing) but then again I don't really know much about dinosaurs Quote
KenH Posted May 2, 2008 Posted May 2, 2008 Looks great! Maybe you used an image for the proportions, but to me the head seems a little large and the neck short. But it gives another character to him....like a young raptor. Quote
John Bigboote Posted May 2, 2008 Posted May 2, 2008 TSM2 has a nice quadruped rigger that can add a tail. GREAT WORK, as always...can you show us the splines? Quote
johnl3d Posted May 2, 2008 Posted May 2, 2008 on the extra dvd and or cd I thought there was a biped dinosaur that might have a rig Quote
Hash Fellow robcat2075 Posted May 2, 2008 Hash Fellow Posted May 2, 2008 Great looking creature! Quote
agep Posted May 2, 2008 Author Posted May 2, 2008 Thanks guys! Looks great! Maybe you used an image for the proportions, but to me the head seems a little large and the neck short.Yeah, this version got a slightly bigger head and shorter neck than the "bird" like raptors I came a cross while doing research. Also, keep in mind that I use a low Focal length setting on this rendering, that makes things closer to the camera appear much bigger (If you look at the back rendering you see that the head doesn't look that big? I did use a rotoscope for the side can you show us the splines?Sure, here you go Quote
Gerry Posted May 2, 2008 Posted May 2, 2008 the head size definitely makes it look young-ish, or a little cartoony. But overall really nice, good splining too! Quote
agep Posted May 7, 2008 Author Posted May 7, 2008 I've been working on adding a rig that I found. Attached is a very rigid walk cycle test (eventhough I didn't model a robot this time, I sure animate like it was a one... lol). Hopefully I'll make a better walk cycle later raptor_walk_wip.mov Quote
Fuchur Posted May 7, 2008 Posted May 7, 2008 I've been working on adding a rig that I found. Attached is a very rigid walk cycle test (eventhough I didn't model a robot this time, I sure animate like it was a one... lol). Hopefully I'll make a better walk cycle later raptor_walk_wip.mov Eggprops has some dinosaurs in their portfolio and they had a very nice rig (I think so, because they got a great walkcycle from it). Maybe it is worth a look... Eggprops - AM Section *Fuchur* Quote
KenH Posted May 7, 2008 Posted May 7, 2008 Nice walk. I think just speeding it up will add abit more life to it. Toes need some movement and probable chest and head too. Quote
gazzamataz Posted May 7, 2008 Posted May 7, 2008 Nice work m8, but I wouldn't like too say much about the walk cycle, other than it is definitely robotic. Delve into the 'Animators Survival Kit' to get a few tips! Eggprops did indeed do a raptor and here is the link Eggprops Raptor. This was done many moons ago but is still a great model with nice texturing - they used skylight for the rendering in those days sigh! Looking forward to seeing some improvements in the animation, I know you can do the texturing Quote
Bendytoons Posted May 7, 2008 Posted May 7, 2008 Stian, This is looking good. I noticed an artifact on the thigh in your walk cycle render. The artifact corresponds directly to where you have used a hook in the splining. You will find that hooks don't work very well in spots that deform a lot when animated. Keep up the good work, and do more organic stuff. Ben Quote
3DArtZ Posted May 7, 2008 Posted May 7, 2008 right-o! there is no real need to have that hook there. the spline that runs across the thigh and over the back is not needed. I would just delete the part going over the back and connect it to the hook. but thats just me. Mike Fitz www.3dartz.com Quote
agep Posted May 13, 2008 Author Posted May 13, 2008 there is no real need to have that hook there.Thanks, I'll see what I can do about the hook Here is an early texture test, just the head so far. Some parts are missing texture, and some just got generic colors. The main texture will most likely be tweaked too. Let me know what you think so far Quote
dborruso Posted May 13, 2008 Posted May 13, 2008 Looks fantastic Agep. Just checked out your website, great stuff! Quote
NancyGormezano Posted May 13, 2008 Posted May 13, 2008 Let me know what you think so far Nice lighting/background setup (looks familiar? like the aligator head image you did previously?) I like the overall texturing of course - very well done - For me, the mouth/gums/teeth don't look as believable as the rest of the head - perhaps the gums need to enclose the teeth with more irregularity, and the mouth rim area also looks too "regular" - needs more variation, elevation, bumpiness & perhaps some indication of plausible scarring left over from battles ? Quote
agep Posted May 14, 2008 Author Posted May 14, 2008 Looks fantastic Agep. Just checked out your website, great stuff!Thanks my friend:) Nice lighting/background setup (looks familiar? like the aligator head image you did previously?)Thanks. Yes, its the old alligator render setup, using it as a test render setup. The final render setup might be something different.. Perhaps a live action movie... But first I have to finish the model For me, the mouth/gums/teeth don't look as believable as the rest of the head - perhaps the gums need to enclose the teeth with more irregularity, and the mouth rim area also looks too "regular" - needs more variation, elevation, bumpiness & perhaps some indication of plausible scarring left over from battles ?You are absolutely right. I'm going to unwrap the rest of the body and texture it first, I think, then return to do some more detail work. I've attached a new render. Some minor tweaking, and I have started to do some minor tweaks in the mouth. Not done yet Quote
agep Posted May 16, 2008 Author Posted May 16, 2008 New update. This is what I got so far. The texture might still get some tweaking. The turntable is also wip Quote
3DArtZ Posted May 16, 2008 Posted May 16, 2008 Its just great! Looks like a real statue or something like that! Fantastic. Mike Fitz www.3dartz.com Quote
bentothemax Posted May 16, 2008 Posted May 16, 2008 Hair for the grass would look nice Skin looks a little too glossy for me ... Don't really know what a dino looked like though lol. It looks really good thought Quote
DarkLimit Posted May 17, 2008 Posted May 17, 2008 -Great job on the Velociraptor, it's very life like- Quote
agep Posted May 17, 2008 Author Posted May 17, 2008 Thanks guys! Here is a new testrender. No postprod Quote
Admin Rodney Posted May 17, 2008 Admin Posted May 17, 2008 He's looking really great Stian. I wouldn't want to meet him in the middle of a field. I can already tell he'll look awesome animated. Quote
3DArtZ Posted May 18, 2008 Posted May 18, 2008 Cmon, make an animation of this turning his head or something, I just want to see how crazy good the surface of the model will look when its really ready to be animated! Good good good stuff! Mike Fitz www.3dartz.com Quote
nino banano Posted May 18, 2008 Posted May 18, 2008 Hi agep this velociraptor is amazing..great work ...so the walk is fine as well Quote
elliotclem1 Posted May 19, 2008 Posted May 19, 2008 Hi there, Just a quick question: What rendering settings did you use for the first test pictures? (Before it was textured) Quote
agep Posted May 19, 2008 Author Posted May 19, 2008 Hi there, Just a quick question: What rendering settings did you use for the first test pictures? (Before it was textured) Ambiance Occlusion, 100% intensity, Global Color set to white Quote
agep Posted May 20, 2008 Author Posted May 20, 2008 I've been working on the walk cycle some more. Its not good, but hopefully better than the last one. Here is a list of what I am aware of (please add more). The right foot is slipping on the surface. The feet is way to straight (no bend in the knees) when they are in the back position. The ankle movement is a little tense and no movement on the toes yet. Let me know what you think velociraptor_walk.mov Quote
3DArtZ Posted May 20, 2008 Posted May 20, 2008 From a composition point of view, its fantastic!!! The foot slipping solution probably will be found in editing the position channels. But the progress is great! Mike Fitz www.3dartz.com Quote
noober Posted May 20, 2008 Posted May 20, 2008 Are you using IK? It would stop the feet from sliding. Quote
elliotclem1 Posted May 20, 2008 Posted May 20, 2008 Thanks for the rendering settings. Also on the rendering settings how do you get the shadowing?? Did you use the pre set lighting in the choreography or did you make your own?? To me the arms look a little rigid. Quote
Admin Rodney Posted May 20, 2008 Admin Posted May 20, 2008 Needs more baby raptors chasing her. I think you've got in mind the areas that come to mind for me. Adding the toe animation (with a noticeable upward push as the raptor lifts off) will help perfect it. I'll suggest adjusting the direction of the raptor slightly to keep it from traveling straight across the screen. The combination of the straight/mostly unbroken horizon line with the movement of the raport makes the scene look 'designed'. I can think of two ways to attack that... redirect the raptor... or add additional environment into the scene. Of the two... redirecting the raptor is easier and might provide a sense of tension if moving closer (attempting to circle?) to the viewer. I'm not trying to redirect your goals here... just wondering out loud. Edit: It occurs to me that the horizontal walk would work really well if this were a seamless panoramic background and the walk cycled all the way around. This would place the viewer right in the middle of a very dangerous situation. Quote
agep Posted May 21, 2008 Author Posted May 21, 2008 The foot slipping solution probably will be found in editingYou are right. I didnt notice the slipping before after it was rendered. Also on the rendering settings how do you get the shadowing?? Did you use the pre set lighting in the choreography or did you make your own??There is no lights in the chor, all lighting and shadows is done by AO To me the arms look a little rigid.If you have the time, please elaborate. I don't have the eyes for these things I'll suggest adjusting the direction of the raptor slightly to keep it from traveling straight across the screen. The combination of the straight/mostly unbroken horizon line with the movement of the raport makes the scene look 'designed'. I can think of two ways to attack that... redirect the raptor... or add additional environment into the scene. The scene is just a rendertest scene, my goal is to find the time to make an live action test. I don't like using a still as a background for animation, but it is very to set up, and I'm able to do some animtion test in it Attached is a new wip. Have tweaked the walk cycle some, but more to do velociraptor_walk2.mov Quote
agep Posted May 21, 2008 Author Posted May 21, 2008 Here is a very rough tracking test. I have much to do in this one. The animation, path, rendersettings are all wip screenshot: small animation (wip): velociraptor_corridor.mov Quote
Admin Rodney Posted May 21, 2008 Admin Posted May 21, 2008 Oh yeah. Thats already looking sweet. Very nice Stian. Quote
GAngus Posted May 21, 2008 Posted May 21, 2008 Oh, that looks like such great fun. I hope I can, some day, be able to juggle all the files needed to do some of that sort of thing. Nice work with the Rex there... Quote
Hash Fellow robcat2075 Posted May 22, 2008 Hash Fellow Posted May 22, 2008 That office should change their carpet color so their dinosaurs will show up better. Nice looking test! Quote
agep Posted May 22, 2008 Author Posted May 22, 2008 Thank you so much for the great comments guys Cool. Is that Syntheyes you are using there?In this test I'm using PFHoe 2.1 Quote
thefreshestever Posted May 22, 2008 Posted May 22, 2008 that´s just great! love the texturing! this all looks awesome!!!! my crits about the walk: someone mentioned before that the arms look a bit rigid, i think that´s because they don´t vary a lot... looks like they´re sort of glued together. i would move the tail a bit more, also to the left and right, looks a bit stiff, especially at the origin. maybe you can move the spine a bit to the left and right too, so it´s in a flow with the tail... just a little, otherwise you velo will walk like a supermodel on the catwalk feets are still slippin a bit... but again: kick ass stuff, as ever!!! Quote
animas3D Posted May 22, 2008 Posted May 22, 2008 In this test I'm using PFHoe 2.1 Thanks. I've been thinking about doing some tests with motion tracking recently. I was thinking about trying out SynthEyes. I never heard of PF Hoe. In your opinion, which do you think is better? Joe. Quote
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