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nux 199 posts
hey yall!
ok, so what i want to do is create a series of characters. from concept to final-animatable-textured-wicked-awesome looking characters.
i drew out the concept for most of the characters in just a couple of minutes to plot out the rough idea of how i wanted the characters look.
so what i have done is modeled a mock-up of a head base, and i've rigged it using the morpher modifier.
what i was hoping for right now is that you guys could help me out, download the rig, test it out, and look for bugs (the kind of thing i'm talking about: my "blink" eyes don't work properly when the "surprised" controller is turned up... this type of thing)
i would also appreciate suggestions about things to add, or perhaps other methods hat might be more affective.
is an emotion test i did using the rig.
is an emotion test i did using the rig.
is the .max file.
thanks ladies and gents, hope to get some feed back soon!
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mahmoudnahmad 1,159 posts
hehe loved every single bit of it
did you give your characters personalities yet? just gonna tell you what i think about them:
- bean is like a boy that playes football every day thats how he got his teeth broken
--mar mar strikes me as a very very nice character and is the smart one
- lala is the a monika like i bet you watched friends she is like monika too neet and tidy can be also show off in a way the kind that says somthing and then waves the hair back
-famous CUTE looool
the animation man is ausom i think you should total go down that path
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nux 199 posts
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hype 2,964 posts
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nux 199 posts
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nux 199 posts
here's a quick model i made up for the body.
i'm thinking what i'd like to do with the body, is rig up this one with a good bones setup, go zall out with it, read as many tuts as i can watch lots of rig demos, and do a really good job.
since all of the bodys will be based on this one (the only difference will be the clothes and textures) i can then use the same rig for all of them. same thing i'm planning for the face. is this a good approach for this kind of project?
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mahmoudnahmad 1,159 posts
one this is that i think a girls body is different from the boys so maybe have 2 rigs for the guys and gals but its just a suggestion and maybe add some details to the body sounds too boxy i like the knee hehe LOOK funny, the reason for more details i think is because alot put into the head and not consistant with the body. but as refreancing goes u have modeled it 100% good luck and i am watching this thread sounds like great work going to come out
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nux 199 posts
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ivanisavich 4,196 posts
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nux 199 posts
thanks for dropping by t and for the advice. it isn't bad news at all! the whole reason i started this thread was to get this kind of feedback throughout the project. these were just the types of bugs i was looking to root out!
i'm still planning on dropping the whole morpher modifier approach and adopting a bones facial rig in its place. i'll keep all that in mind though if i decide to use the morpher modifier in the future.
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nux 199 posts
ok, quick question
rig before texturing, or texture before rigging? or does it really matter?
i'd LIKE to do the riggind first, however, if this is going to cause problems later i'll head on in to the texturing before i get there. anysuggestions on that front?
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hype 2,964 posts
rig first. in case you have to change something in the model.
smoothing and texturing last.
i think, anyway. i could be horrendously wrong.
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ivanisavich 4,196 posts
Heheh well I personally always texture first. I consider rigging part of the animation process, and as a general rule it's always good to get everything else done before entering into the animation stage.
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hype 2,964 posts
see? horrendously wrong I am.
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MikeWilson 638 posts
Yea I would texture first, because then you can see your mesh move and the texture working together, and spot any pinches easier.
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hype 2,964 posts
right. the texture modifier definitely has to be under the skin modifier, but what if you spend tons of time UV unwrapping, then find you have to remodel a knee to better suit your rigging? don't your UV's get whacked?
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ivanisavich 4,196 posts
Heheh well once you model enough things, you know where to put the proper edgeloops so that your future deformations will look right
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MikeWilson 638 posts
I don't think cuts make a difference, but adding new polys will. I suppose you are right. Mr Big shot LA.
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nux 199 posts
wicked, i love this, thanks guys! its good to get lots of opinions, at this stage of the project it is still really open, so maybe i'll try both approaches, since this will be my first time rigging and texturing i don't imagine my first passes at either will be the final, so maybe i'll giove both methods a go and see which i prefer.
work just ended yesterday, and my last year of uni starts on monday, so i'm a smidge busy sorting stuff out right now but after things settle down over the next week or so i'm gonna get down to doing some heavy duty work on this, so keep your eyes peeled!
and anymore opinions would be greatly appreciated.
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hype 2,964 posts
i'd go with tyson's advice - he's rigged a hell of a lot more characters than i have!
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ivanisavich 4,196 posts
Heheh......but I haven't worked on Garfield, Austin Powers and Men in Black 2!
hype:
tyson:
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hype 2,964 posts

perhaps, but i didn't rig anything on any of them
and Garfield 2... yeah, there's a shining beacon on my resume!
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ivanisavich 4,196 posts
Heheh touche
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Cameron 2,374 posts
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nux 199 posts
ha ha, ok, here's the thing. it seems as though my workflow has been, well, thjere hasn't really been a workflow. i've been talking about texturing and rigging before i was even really happy with the concept drawings, lol.
so, i've decided to take this one character at a time. i revisited the concepts, and for the bean character came up with this:
i'm much happier with this than i wasw with the first one. so NOW, before i get thinking about rigging and texturing i'm going to get a model worked out that i'm happy with.
hopefully i'll have some progress for ya'll to see over the next few days. oh, and i think that i'm going to do the texturing BEFORE the rigging.
a question. should i have the arms outstretched to the sides to make this character easier to rig, or is this position fine?
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hype 2,964 posts
yeah, much nider drawing. much better starting point.
i vote for arms outstretched to the side. always works for me.
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BColbourn 2,323 posts
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nux 199 posts
only had a few minutes apart from school work this weekend so i'll had time to do was box out the model. here it is with a turbo smooth.
as soon as i have the time i'm going to start in on the primary detailing. may have a bit to update here and there throughout the week.
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nux 199 posts
i've seen a few people type rofl? what does this mean? based on its usage it seems to be like lol or lmao. but i can't figure out what it stands for...
"really ostentatiously fabulously laughing"??
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ivanisavich 4,196 posts
Rolling On the Floor Laughing
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nux 199 posts
Had a bit of time and did the primary detailing. when i have a chance going to start the final detailing. any C&C is most welcome!
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mahmoudnahmad 1,159 posts
now will you look at that now looks much better but could still use more details like buttons on the shirt maybe a metal binding on the belt but over all great work and i think your body proportions are correct.
by the way any thoughts of doing an actual cloth for the characters would be nice to have cloth simulation on that cartoon just a thought
KEEP UP THE GOOD WORK MATE!!! i am defently watching this thread
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nux 199 posts
thanks mahmoud
buttons belt buckles and loops pockets and shoelaces is actually what i meant by "final detailing". so you're spot on, loads to do still.
i'm not sure about cloth sim though. i want this character to be really quick to render and use in viewport cause i'd like to do lots of anims with him. i'm woried cloth might slow him down too much for what i'm looking for.
which brings me to a Q. for the hair, should i model some geometry and apply a nice hair texture to it, or should i use max's hair and fur? what the question comes down to is render times, i'd like this character to render as quickly as possible. so what do yall suggest?
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mahmoudnahmad 1,159 posts
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BColbourn 2,323 posts
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nux 199 posts
hey thanks a lot b!
here i've started in on the final detailing. getting the creases in the clothing and the buttons and shoelaces (there are shoelaces just can't see 'em) belt buckle belt loops pockets.
so i'd like to start in on the hair?although i'm really unsure of how i'm gonna do it at this point, lots of experementation i guess? and touching up any additional small details on the body.
before that though, i'm wonderiong if anything is jumping out at you guys and sending you warning signs that should be relayed to me before i move on.
cheers all!
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ivanisavich 4,196 posts
Hey man I don't have time for a full critique at the moment, but the first thing that stood out to me was that his fingers are disproportionate.
The middle finger should be the longest on the hand, the index and ring finger should be about the same and the pinky should be the shortest. Right now the pinky is the longest!
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nux 199 posts
thanks t man.
had a go over that. i'm gonna get started on the hair, but if anyone has got time for a critique i'd love to hear what you've got to say.
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jurk_boy 64 posts
yo
looks simple i love this style remember me when i was an eight years
peace
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nux 199 posts
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nux 199 posts
alright started in on the hair.
the final detailing is more or less done. now it is a matter of tweaking everything (mainly the hair though) until i'm satisfied, and then on to texturing. BUT, i really really want some feedback here. so lemme have it guys! be brutal, i need it.
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mahmoudnahmad 1,159 posts
wow thats amazing but i think the hear on the back of the head should get a bit more hidden behind the head any way WOW by the way i just want to point out somthing if ur characters are going to blink dont u think you should have eye lids, just a suggestion cause it seemed like u forgot about it
GREAT WORK AND I WILL BE LIRQING THIS POST its great stuff
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nux 199 posts
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nux 199 posts
looking for c&c. only the ears left and then i'm on to texturing unless you guys tell me otherwise.
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nux 199 posts
here are he and his ears.
gonna start doing a little research about how to texture.
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nux 199 posts
hey ladies aqnd gents.
i want to use a tilable image for the shirt and pants textures, soo, i'd like to know how to get rid of the area you can see on the shoulder here and running down the length of the side where the tile is distorted and stretched.
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mahmoudnahmad 1,159 posts
i like the hair texture
now i am expecting to see the rest of the characters come up fast grrr cant wait good luck
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nux 199 posts
sorry for the elementry level question guys, but i don't know texturing at all, this whole project is a process of me learning as i go. so, does anyone know how to get rid of that stretching i mentioned above?
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mahmoudnahmad 1,159 posts
well if i understand correctly ur problem try to make several cuts where its stretch if didnt work select those polygon where they are stretched and apply uvw map hope it workes i also suck when it comes to texturing
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iest_rob 1,671 posts
Yeah - i think your texturing problem is due to some UV's overlaying on top of each other, for everything you do in 3d, you must spend some good time laying out the UV's amking shure that the uv's are pretty similar to you models vertecies - then you shouldnt have any problem with texture stretch.
Hype posted a cool tut about it on this forum somware - probarbly undder the offsite tutorial liks.
Hope that helps.