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Hash, Inc. - Animation:Master

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  • Hash Fellow
Posted
What is the best way to place characters in the bus? To get him into place took me forever and I am still not happy.

 

 

The easiest way to get a character to move with another model is to "translate to" and "Orient like" constrain the character's model bone to a bone in the model; typically the bone that the main body of the vehicle is attached to.

 

Also what is the best way to place lights on the bus?
You can do New>light inthe model window and it will create a light that can be placed just like a bone. you'll need to be in bones mode to see it.
  • *A:M User*
Posted

Hot dog cart is nearing completion as far as the modeling goes. Here is a wireframe. i have to get the condiments tray completed and then the wheels. I have started those and hope to have them on tomorrow. Work is starting to interfer.

 

Anyway here is a shot

 

Steve

hotdog0.jpg

  • *A:M User*
Posted

This has been fun and I have used some of the wizards in modeling I have not used in a while

 

Steve

hotdogwire0.jpg

hotdog0.jpg

  • *A:M User*
Posted

Modeling is completed and I started on the texturing. I have tried to show stainless steel on the main body to test the reflections. Here are four shots of the completed cart before texture

 

Steve

comphotfront0.jpg

comphotq0.jpg

comphotquart0.jpg

comphottop0.jpg

  • *A:M User*
Posted

Texturing is completed I am now working on the hot dog vendor should have some updates shortly

 

Steve

hotdogmetal0.jpg

hotdogmetalchips0.jpg

  • *A:M User*
Posted

I need some help. I tried to place a decal on the cloth portion of the ubmbrella but I could not apply. Any thoughts?

 

Steve

hotdogmetalchips0.jpg

  • *A:M User*
Posted

Sorry about that I had transperency turn on before I applied the decal. Got it working.

 

Steve

hotdogmetalchips0.jpg

  • *A:M User*
Posted

Thanks Nancy. :rolleyes: I will dirty it up. I was trying to get the cart to look like stainless steel. Not quite there.

 

Steve

Posted
I will dirty it up. I was trying to get the cart to look like stainless steel.

 

It definitely looks like stainless steel - no doubt about it. Some dents & pings, stains, etc, would help and perhaps the umbrella fabric can be a bit weathered, ie more sunfaded in spots, with spots of bird poop? - ok - forget the poop.

 

Great cart !

  • 3 weeks later...
  • *A:M User*
Posted

Well I am happy with the splines and now its time to clean him up and fatten to match the neck.

 

Steve

tony0.jpg

  • *A:M User*
Posted

I reworked this face a couple of times and realized less is more. I reduced the patch count and I am lot happier in the detail created. I am not really happy about the neck yet but will have to wait to see the body and how it looks. He will be a large man Tony the Hotdog vendor.

 

Steve

  • *A:M User*
Posted

Ok pulled out the checks and neck to smooth out the transistion from the neck to the chin. Removed the back section and will rework that tonight.

 

Steve

tonya0.jpg

tonyawire0.jpg

  • *A:M User*
Posted

Here is a side shot. I took apart the back of his head to rework the ear and neck in the back.

sidewire0.jpg

Posted

Thank's I see what your on but to me the kneck should be back a bit more maybe to the first spline you have or more .Thats just me ,I think even fat blokes have some kneck lol ,depends on what look your after really,a fat flobery geizer lol

or maybe a fold in the throte kneck would do it

Posted

Steve,

 

Great work!

 

I did notice a few small things that, if changed, would add to the project.

 

First, I noticed the front tires of the bus don't really turn into the curve. It kinda looks like the bus is gliding along. Rigging the front tires seperately and getting them to turn along the path would help add a little realism.

 

Also, the bags of chips on the hot dog cart, there's a point of realism that your striving for, but these decals might be too real to fit within that context. You might consider creating fake chip decals that are a bit less realsitic.

 

Just one guy's opinion.

 

Steve P.

  • *A:M User*
Posted

Thanks for the help Steve. Once I get the body into place the neck may need more adjusting. Believe it or not the neck I am working from actually extends out further than what I have done.

 

Thanks for the comments Steve. I agree about the chip bags. The bus has never been rigged. I have been following a couple of threads on how to rig the wheels for steering. I just d/l a car that was rigged and will try to set up the bus.

 

Steve

Posted

Hey man, I love your work! One thing I would say though is that the hot dog guys face looks too chiselled from the front. I love how fat he looks in the side view. I'd probably lose the definition in the chin and the cheek bones. Just my two cents.

  • *A:M User*
Posted

Took your advise and removed some of the chin and jaw area. Removed a spline that was causing such a crease at the jaw line. Here is a render of the changes.

 

Steve

tonyb0.jpg

tonyb0.jpg

Posted
Thanks David. Been watching your progress on the rigs and tutorials

 

Steve

 

I've been working extremely slowly, unfortunately...but I'll get it done one way or another.

  • *A:M User*
Posted

Thanks all. You are right! Adding color helped me see some of the problem areas.

 

Steve

Posted

Wow, that's really coming along. I like him alot so far. Is he bug-eyed just for rigging purposes or is that part of the character?

  • *A:M User*
Posted

Just a different look more than anything else.

 

The roto I had drawn had the eyes closed more and when I started modeling I wanted something different.

 

Steve :rolleyes:

Posted

Hmmm...Is that a flipped normal or a pinches area at the nostril? Head shape looks great.

  • *A:M User*
Posted

Good catch. I missed the flipped normal I had tested the porcelain mat. Here is the shot with the skin shader and the normals flipped.

 

Steve

tonyquarter0.jpg

tonysidetwo0.jpg

  • *A:M User*
Posted

Hi Gene, Thanks and you are right Uncle Fester. You are doing some really great stuff.

 

Steve

  • *A:M User*
Posted

Adding body to the model. Hands next then legs and clothing / hair.

 

Steve :rolleyes:

 

edit: three quarter view added

fats0.jpg

fatstwo0.jpg

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