TommyDAQ2 Posted October 20, 2013 Posted October 20, 2013 Hi Guys, I've been away from this software too long. I've lost my modeling techniques... I'm looking for a pretty basic, but good head modeling tutorial. Which do you recommend? The model I need to do is a cartoon character - it's basically a "ball" head (no ears, pretty simple features, but fully functional mouth and expressions) - Actually, it's going to be a flaming head (another challenge). I'ts a stick figure that is going to be a character for a wood burning pizza place - like a match stick with a flame for a head. I'd love your recommendations... (BTW, I did not design this character, I just have to build, rig and animate it!) Quote
Hash Fellow robcat2075 Posted October 20, 2013 Hash Fellow Posted October 20, 2013 There is a head tutorial in The Art of Animation:Master booklet but it's over complex for what you want to do here. My basic strategy is to start with the obvious features first. make the mouth make the nose make the eye sockets then add the splines that connect between them. Quote
largento Posted October 20, 2013 Posted October 20, 2013 Based on the character's design, I'd model the flaming head and use decals for the eyes and mouth. Making the head appear to be animating flame is going to be the tough part. Quote
johnl3d Posted October 20, 2013 Posted October 20, 2013 animating the flaming head with a animated material should work see one of my blog posts for animating flames...will try something when on computer now on chromebook Quote
Admin Rodney Posted October 20, 2013 Admin Posted October 20, 2013 This is no tutorial but I couldn't resist... Here is an attempt/proof of concept, translating directly what I see in the drawing. Without a side view there is much to be desired from the profile view. I won't say this is the best way to proceed but it's the one I experimented with. I like the idea of using decals but there is something about having the geometry there to work with that appeals to me as well. Likewise I decided to pursue geometry as the base for the flame... not quite sure that works. It might be better to make the entire head partially transparent (i.e. like the flame) with a mesh underneath to hide whatever shouldn't be seen. I started breaking things so figured I had better post this before I no longer had anything to post. At the very last minute I added a Light at the head of the character. For better control of lighting it would probably be better to add the flames light independent of the character. Added: Forgot to mention that I borrowed gloves from Rabbit and Shoes from Edit out of the A:M Library. Doh, looking back at the rotoscope I see I forgot to add the characters teeth! Woody.prj Quote
johnl3d Posted October 21, 2013 Posted October 21, 2013 I did quick head only needs tweaking fface.mov fface.zip Quote
TommyDAQ2 Posted October 21, 2013 Author Posted October 21, 2013 Hey guys, thanks for all of the suggestions. I'll probably go back to the basic face tutorial in the book take it from there. John, I like the material you used on the face - I may have to borrow that from you, but I think I will try putting an array of particle emitters on the top of this model w/ animated velocity values to get the flames varying in heights. I'll keep you posted as it develops. Oh, and Rodney! Nice job on the quick and dirty Woody! I used to be fast like that! You lose a lot when you've been away from this software for like 10 years! thanks again, Tommy Quote
largento Posted October 21, 2013 Posted October 21, 2013 I'm sure it'll come back to you, Tommy. There are some new tools in A:M, too. I haven't tried this yet, but I was thinking one day that you could use the new retopology tool to draw your faces onto shapes, much like using shapes as the foundation of a cartoon drawing: For example, you could take a couple of spheres and create a cartoon head shape. As long as they had fairly dense splinage, you could then use the retopology tool to draw the eye holes and mouth hole and the shape of the head and use that as your starting point. Quote
NancyGormezano Posted October 21, 2013 Posted October 21, 2013 (edited) There is a head tutorial in The Art of Animation:Master booklet but it's over complex for what you want to do here. I'll probably go back to the basic face tutorial in the book take it from there. As Robcat said, that's probably a bit complex for what you want to do. Have a look at this tut based on a SIMPLE way to model any head/face (based on Malo's method of modeling) - it is another example, another way done for a cartooney type head. This method almost guarentees that you will end up with an optimal number of splines. ie least amount for amount of detail. Always a good thing when you want to rig a face, least amount of cp's to weight, bone. Edited October 21, 2013 by NancyGormezano Quote
TommyDAQ2 Posted October 22, 2013 Author Posted October 22, 2013 I'm sure it'll come back to you, Tommy. There are some new tools in A:M, too. I haven't tried this yet, but I was thinking one day that you could use the new retopology tool to draw your faces onto shapes, much like using shapes as the foundation of a cartoon drawing: For example, you could take a couple of spheres and create a cartoon head shape. As long as they had fairly dense splinage, you could then use the retopology tool to draw the eye holes and mouth hole and the shape of the head and use that as your starting point. This retopology tool you speak of.... Hmmm... sounds interesting. I'm sure there are threads on it. can you point me to a concise overview? Quote
TommyDAQ2 Posted October 23, 2013 Author Posted October 23, 2013 Sure! This one right here. Very cool! Thanks for sharing... Quote
TommyDAQ2 Posted October 23, 2013 Author Posted October 23, 2013 As far as Woody's concerned... Here's the route I've opted to go with him... Not totally happy with him and the particles take to long to render, but now I've got to still get him rigged set up, and lip-synch animated tonight! It's going to be a long one! Quote
TommyDAQ2 Posted October 24, 2013 Author Posted October 24, 2013 No... he had too much detail and the particles were killing me! 2 min/frame for that simple little character! Going to take another stab at him today w/ a much simpler approach. I did a quick sketch so I could use it for roto - I created a profile for him... I'll let you know how he turns out. Quote
TommyDAQ2 Posted October 27, 2013 Author Posted October 27, 2013 Ok guys, so... here's the direction I ended up going with this guy. Check it out. He still needs work, but he's getting there! Boy, I forgot how much I love doing this stuff! Opening_LipSynch_Test09.mov Quote
Admin Rodney Posted October 27, 2013 Admin Posted October 27, 2013 Oooo... I like where you are headed* with that! Looking good! *Pun intended. Quote
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