View Full Version : Character: Papercut
alexyork 11-15-2003, 07:52 PM Hey everyone.
This is a very early WIP of a character I'm designing for a short animated movie called "Papercut" - it's a university module entirely in XSI.
I modelled it in XSI using polys, sub-ds, nurbs and lofted splines.
This is very early work, so lots to be done yet.
As you can see it's a mixture of human and machine. This is the basic concept behind the animation. If anyone would like the story outline for the animation I can post it here, too.
I have only been using XSI for a couple of months, so I'm pretty shakey on even the basics at the moment!
I am looking for some helpful advice on what might look good/work well for the abdomen area and the hands. I have never modelled hands (mech hands) before. And any suggestions about what kind of materials would look good are also really appreciated.
Thanks for taking the time to C&C it.
http://homepage.ntlworld.com/alex.york/images/Wip-Torso19.jpg
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alexyork
11-15-2003, 10:44 PM
Changed the human parts of the model to make them work better with the mech sections.
http://homepage.ntlworld.com/alex.york/images/Wip-Torso20.jpg
DJ Scorchio
11-15-2003, 10:53 PM
Cool, i like :)
Thighs look a little odd, but hey, i dunno what you are trying to acheive with the final result...
Very good work if you have only been using the program for a little while!
alexyork
11-15-2003, 11:00 PM
Thanks a lot DJ Scorchio.
Yeh the thighs are weird heh. The whole thing is pretty weird! Hard for you guys to put C&C to i know.
The final concept is pretty hard to visualise - basically a half-mech half-man character where both styles blend together...
Yeh told you it was weird ;]
The main are of suggestions I'm after is materials really...
Not sure if I should go for a clean HDRI look or a rusty look.
Will post some renders of material tests soon.
Thanks for the feedback!
Nazeil
11-16-2003, 05:56 AM
I like the concept, but the complete lack of a pelvis bothers me a little.
alexyork
11-16-2003, 12:07 PM
Nazeil : thanks for the feedback - you are right about the pelvis - I havn't modelled it yet - I am going to rig this character first and put him in a sitting pose for that.
The character will be sitting 100% of the time in this animation, so I may as well model him in that position, too. The lower body doesn't really come into focus much during the animation.
alexyork
11-19-2003, 06:53 PM
Hey all - few updates:
Thought I'd post some concept art I did for this project:
http://homepage.ntlworld.com/alex.york/images/Torso-WIP-01.jpg
This is loosly based on DAREONER'S "Robotic", which I'm sure you have all seen in the CGChoice gallery. All credit to him for the fantastic design! I just couldn't help but have a go at sketching it as I think it's a good foundation for my model and a really imaginative pose.
http://homepage.ntlworld.com/alex.york/images/Torso-WIP-04.jpg
A quick sketch for the torso/upper arms area.
http://homepage.ntlworld.com/alex.york/images/Torso-WIP-03.jpg
This is a focus render of the torso area.
http://homepage.ntlworld.com/alex.york/images/Torso-WIP-05.jpg
This last one is a quick render of the progress so far. Added a lot more detail and fixed some problem areas. The feet are a little adlib but work as placeholders. Still no hands, head or pelvis. Working on those right now.
I really would appreciate some advice on materials!
Thanks!
alexyork
11-19-2003, 07:17 PM
Thought I'd post a higher-res version of the character from back and front anglie-views.
http://homepage.ntlworld.com/alex.york/images/Torso-WIP-06.jpg
Ignore the dodgy raytracing artifacts please!
alexyork
11-19-2003, 09:15 PM
Hey I know this is a pretty abstract work, but there are specific areas that I would love help in.
I would really appreciate some input on:
1) materials - dirty/rusty or clean/HDRI?
2) ideas for hands (any helpful reference material for robot/mech hands would be wonderful)
Any suggestions/opinions or any other comments are really welcome.
3DKnight
11-19-2003, 09:33 PM
I would really question leaving the pelvis out.. the 3 biggest blocks of movement in the human form in the head, the torso and the pelvis.
how the react to each other is what gives a character rhythm and balance.
eYadNesS
11-20-2003, 12:25 AM
Nice work mothermachine, keep it up :)
alexyork
11-20-2003, 11:44 AM
3DKnight - you're right - the pelvis is usually very important in a rig. I will defnitely model it but it won't be animated, since my character will be sitting down the entire time. The only areas of animation are the head, arms, hands and the torso. The pelvis will just be a simple pivot point which can be invisible. But I will model one ;]
eYadNesS - thanks for the encouragement ;] going ok i think. for a quick test anyway!
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