Dpendleton77 Posted March 16, 2015 Author Posted March 16, 2015 I have a question about that. Do I go up the middle of her nose or along the side near the eye? Thanks. Quote
Hash Fellow robcat2075 Posted March 17, 2015 Hash Fellow Posted March 17, 2015 I would say detach some splines, then finish the shape of the nose, including the nostrils, at least to the point where ti meets the surface of the face and then see what needs to be attached together. Quote
Hash Fellow robcat2075 Posted March 17, 2015 Hash Fellow Posted March 17, 2015 The ones I've slashed in blue should be cut to give you room to work Here are some views of a nose I did as an example of a fairly minimal topology that still gets the essential contours of the shape... Quote
Dpendleton77 Posted March 17, 2015 Author Posted March 17, 2015 Okay thanks I will try this when I get home and see how it works. Quote
zandoriastudios Posted March 17, 2015 Posted March 17, 2015 Douglas, You should start a folder and start putting bits and pieces of anatomy that you like into it. You can import them into a new model and stitch them together. Great for eyeballs, teeth, hands,etc... Quote
Dpendleton77 Posted March 17, 2015 Author Posted March 17, 2015 I have done that Will I have eyes,teeth,hands,feet,and limbs. 1 Quote
Dpendleton77 Posted March 18, 2015 Author Posted March 18, 2015 I am going to find the reference movie I made for this. Hare_brained.mov Quote
Dpendleton77 Posted March 18, 2015 Author Posted March 18, 2015 Rob is this how the line is suppose to run? Thanks. Quote
Hash Fellow robcat2075 Posted March 19, 2015 Hash Fellow Posted March 19, 2015 You're going to need a spline that comes down the side of the nose and turns to go into the side of the nostril. You could almost make the nostril first so you know where you need to get to. Quote
Dpendleton77 Posted March 19, 2015 Author Posted March 19, 2015 How do I smooth out these lines? Quote
Hash Fellow robcat2075 Posted March 20, 2015 Hash Fellow Posted March 20, 2015 You don't have any peaked CPs in there, do you? Quote
Dpendleton77 Posted March 20, 2015 Author Posted March 20, 2015 Yes I do. I forgot how to unpeak them. Quote
Hash Fellow robcat2075 Posted March 20, 2015 Hash Fellow Posted March 20, 2015 P will peak a CP O will unpeak it Quote
Dpendleton77 Posted March 20, 2015 Author Posted March 20, 2015 Thank you sir that did the trick. Quote
Dpendleton77 Posted March 22, 2015 Author Posted March 22, 2015 I know what you guys are thinking Doug you are a mad man a psychopath possibly a teddy bear owner. I have once again tried the Malo method after I burden myself on the tree of woe. Behold.............. Quote
Hash Fellow robcat2075 Posted March 22, 2015 Hash Fellow Posted March 22, 2015 So do you like that method better or worse? Quote
Dpendleton77 Posted March 22, 2015 Author Posted March 22, 2015 Really depends on what you are trying to achieve. I feel the method that Will does it gives more realism an Malo's way leans towards cartoony. Quote
Dpendleton77 Posted March 22, 2015 Author Posted March 22, 2015 I like Malo's way a bit better to answer your question, I followed a long with Will's vid but I had to change a few things or she would have looked like Kong. Both of are good though. Quote
Dpendleton77 Posted March 22, 2015 Author Posted March 22, 2015 How can I adjust these rings to make them a bit better? The eye area is my weakness. Thanks. Quote
NancyGormezano Posted March 22, 2015 Posted March 22, 2015 (edited) Not sure if this will help you - but if you take a look at what Malo did with his character and how he shaped the eyelids, and eye hole around his characters eyeball, it might give you an idea as to how to shape those cps, spline rings for your character. Hard to tell without seeing your roto, as to the shape required for your character. Malo was giving his character bags under the eyes (you don't have to be that extreme of course) Also I am thinking that the eyeball you are using might need to be scaled larger ? (And yes eyelids, eyehole shape also tend to confuse me at first as well). Edited March 22, 2015 by NancyGormezano Quote
Dpendleton77 Posted March 22, 2015 Author Posted March 22, 2015 Here is the roto. I had to adjust it a lot because the guy who drew these for me was really stylized. Thanks Nancy. Quote
Fuchur Posted March 22, 2015 Posted March 22, 2015 Thank you sir that did the trick. Just to mention it... See you *Fuchur* Quote
NancyGormezano Posted March 22, 2015 Posted March 22, 2015 Really depends on what you are trying to achieve. I feel the method that Will does it gives more realism an Malo's way leans towards cartoony. I have a feeling that in Malo's expert hands, he could use his method to create ANY type of character - realistic or cartooney (same with Will's method or anyone's else's) For me the beauty of Malo's method is that I don't have to rethink about how to attach parts, nor how many spline rings, etc. It is a matter of building up detail by adding splines to an already existing shape, insuring probably a less dense model, which is best for rigging and animating. One comes to realize that the same spline topography/topology can create any character. Quote
Dpendleton77 Posted March 22, 2015 Author Posted March 22, 2015 Thank you sir that did the trick. Just to mention it... See you *Fuchur* Thanks. Really depends on what you are trying to achieve. I feel the method that Will does it gives more realism an Malo's way leans towards cartoony. I have a feeling that in Malo's expert hands, he could use his method to create ANY type of character - realistic or cartooney (same with Will's method or anyone's else's) For me the beauty of Malo's method is that I don't have to rethink about how to attach parts, nor how many spline rings, etc. It is a matter of building up detail by adding splines to an already existing shape, insuring probably a less dense model, which is best for rigging and animating. One comes to realize that the same spline topography can create any character. I am sure he can. I am going to try my hand at a more challenging project using Malo's method. I almost have it committed to memory. Quote
Dpendleton77 Posted March 24, 2015 Author Posted March 24, 2015 I made the same face using the Malo method. I am sure I need to do some tweaking. Quote
Hash Fellow robcat2075 Posted March 24, 2015 Hash Fellow Posted March 24, 2015 That looks promising, too. Quote
Dpendleton77 Posted March 24, 2015 Author Posted March 24, 2015 Thanks Rob. I would have gotten done faster but A:M kept crashing every time I made a hook and I mean every time. I need to tweak the nose and the face some more. Quote
Hash Fellow robcat2075 Posted March 24, 2015 Hash Fellow Posted March 24, 2015 Crashing every time.... is it just that model or every model? Quote
Dpendleton77 Posted March 24, 2015 Author Posted March 24, 2015 Just that model and another one I was trying to add hooks to. Quote
Hash Fellow robcat2075 Posted March 24, 2015 Hash Fellow Posted March 24, 2015 Could you send me the model in a "before the hook" state? I'll try it. Quote
Dpendleton77 Posted March 24, 2015 Author Posted March 24, 2015 I see if I can find it as I kind of saved it as I went. Quote
Dpendleton77 Posted March 25, 2015 Author Posted March 25, 2015 I have done some more tweaking. Quote
Dpendleton77 Posted March 25, 2015 Author Posted March 25, 2015 Rob I did not save it increments like I should have. I was trying to speed model. Quote
Dpendleton77 Posted March 25, 2015 Author Posted March 25, 2015 I want to decal this face and add hair. How can I go about a way of doing that? I was not sure how when I looked at the Tao. The decaling part threw me off a bit. Thanks. Quote
Hash Fellow robcat2075 Posted March 25, 2015 Hash Fellow Posted March 25, 2015 Somewhere there's a will Sutton tutorial on decaling a face... or maybe it's Jim Talbot. I think it's Jim Talbot. Quote
detbear Posted March 25, 2015 Posted March 25, 2015 It's Jim Talbot I think, But I'm not sure where the location is. There's a QT movie and head model floating around out there. I use to have it, but not sure where it is. Quote
Dpendleton77 Posted March 25, 2015 Author Posted March 25, 2015 I will see if I can find it on here. Quote
Hash Fellow robcat2075 Posted March 25, 2015 Hash Fellow Posted March 25, 2015 In my tutorials links there s a bit about how to use cylindrical mapping to place a master decal on the head rather than needing to flatten the face mesh. Quote
Dpendleton77 Posted March 25, 2015 Author Posted March 25, 2015 Okay I will look at the Rob as that seems like a faster route to go. Quote
Dpendleton77 Posted March 25, 2015 Author Posted March 25, 2015 Next question do I have to make my own textures or do I have to import them? I prefer to make them myself as I want to make the model brown skinned. Quote
Hash Fellow robcat2075 Posted March 25, 2015 Hash Fellow Posted March 25, 2015 You just about HAVE to paint them yourself... that's the only way it will fit to the model you make. Quote
Dpendleton77 Posted March 25, 2015 Author Posted March 25, 2015 Paint oh boy..............I am doomed. Quote
Dpendleton77 Posted March 26, 2015 Author Posted March 26, 2015 Here is a character I am working on for a short I want to do one day. Quote
Admin Rodney Posted March 26, 2015 Admin Posted March 26, 2015 Nice one Douglas. I'm really liking your economy of spline on this last one. Added: You are running up against something I recently did with a cartoony character in that I like the look of him from a side view but the front view didn't seem to capture the same character. Not that I know in your case but the front view of your last head model from the front view seems a bit the same in that it doesn't quite seem to capture the character represented in the profile/side view. Manybe it's the width of the jaw? The sameness of distance between features? Not sure. I do really like that profile though! Quote
Dpendleton77 Posted March 26, 2015 Author Posted March 26, 2015 Yes indeed Rodney you are a mind reader. The front does not quite do it for me, I am pulling and a tweaking. Quote
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