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Kormendi
06-20-2002, 01:22 PM
I_was hoping for people to share some of their techniques when it comes to modeling human/cartoon heads and bodies in Cinema 4D. I'm modeling characters for an animated short and I've been using box modeling, but I'm not sure if this is the best technique for the job or if I'm getting the best results. Thanks for any help.

http://www.jwagroup.com/gfx/face.jpg

BiGiNnEr
06-20-2002, 02:57 PM
:thumbsup: Hey thats nice, Im learing how to us box modeling and i think that real good. Post some more of ur work. I would like to see and i will post some of mine when im done.arial white

Grey
06-20-2002, 07:37 PM
the results speak for themselves!

Beautifully done!

kiwi
06-20-2002, 11:18 PM
Nice work Kormendi :thumbsup:



Try all sorts of modelling methods and then find one that you feel more comfortable with :)



Stu.

Grey
06-20-2002, 11:34 PM
I personally have been doing it by adding points and using the bridge tool.

I don't know why, I just like it better. It's slow as molasses, however, process wise.

kiwi
06-20-2002, 11:36 PM
Dont you find it tricky though when you start ending up with lots of points?



Stu.

LucentDreams
06-21-2002, 02:12 AM
I use quite a few methods, I just posted my tutorial in another thread called my old tutorials, on a more realistic style (though not real) head, but it would apply to this too. Box modeling is my main method, though I always keep my eye on edgeloops, wanna have them as much as possible, and keep my on triangles, wanna have them as llittle as possible.

Love to see your work though, I personally love to see more cartoony work, that is sorta what I would like to focus on along with NPR.

As for a crit, the only place I have any issue with is the ears. the seem to flat on oneside, or something like that well they look odd. as well I just noticed there is a troubling area where the jowels meet the neck, I think thie crease goes down a little too far. not really a helpful crit sorry.

Here is a sample of the cartoony stuff I am trying to do.

http://www.bhodinut.com/home/gallery?f_display=images&f_view_by=artist&f_artist_id=KaiskaiBhodiNUT Gallery (http://www.bhodinut.com/home/gallery?f_display=images&f_view_by=artist&f_artist_id=Kaiskai)

and here is another pic:
http://www.cgi.third-era.com/~kaiskai/moosesmall.jpg

kiwi
06-21-2002, 02:22 AM
Excellent stuff Kai :thumbsup:


How about a belly button for the Moose?...just a finishing touch :)



So the toons are cel shader and which bhodinut shaders are you also using bud?



Stu.

LucentDreams
06-21-2002, 03:07 AM
hmmm I'll think about the belly button, wann keep him simple but that might not be a bad idea. As for the shaders used, well the penguins (I think they are penguins, made them in a few minutes) are using shaders from my Shades of Cel preset shaders for SLA, and so is the tiger actually. I am trying to build a marker effect using the shader that is on the tiger.

As for the moose, well it uses falloff and NAAM''s Chanlum to get that nice softness. I am thinking of chnging the chanlum to more of a furry slightly velvety look for his body and leaving the antlers as they are. Just wish I had time to rerig him and do some animation.:annoyed:

kiwi
06-21-2002, 04:26 AM
On second thoughts a belly button could just make you need to put detail in the hands and legs as well to balance it all :hmm:



I must try some ani with the cel shader :)



Stu.

Kormendi
06-21-2002, 12:26 PM
Thanks for the feedback. To respond to kiwi's question, I do find it confusing when I start getting a lot of points on the model. That's why I was wondering if people had a better system to model.

LucentDreams
06-21-2002, 02:19 PM
I use a system of cutting with the knife and quickly replacing the tri's by deleting and creating new polygons, not the fastest way to model I guess, but I don't have tri's, and its keeps the points and polys down.The trick they use in the Messie tutorial of using selection tags to hide polygons and the restore them later is a great trick, that is the one thing I really got out of the tutorial. really helps out a lot.

Caravaggio
06-21-2002, 05:19 PM
I've gotten used to having a lot of 4 point triangles in my models. where has diamon cutting up the mesh producing (or combining depending) two rows of squares. It seems to work pretty good. But sometimes it's annoying that I can't directly see which way any given quad is cross cut without triangulating it first, sometimes if it's going the wrong way I'll get strange dents and have to delete that poly and re bridge it.

kiwi
06-21-2002, 11:55 PM
I use box modelling with the same trick that Kai uses for hiding polys,I find I can get in almost anywhere that way :) ,but as for whats better I cant dis point modelling because I have not done enough of it to have the right to an opnion it.



Caravaggio try this approach to tris


http://www.computerarts.co.uk/tutorials/type/tutorial.asp?id=27973



Stu.

kiwi
06-22-2002, 02:37 AM
Heres some practise I did recently using Messie tags method.


Stu.

Grey
06-22-2002, 03:02 AM
is it a Borg Alchove or a funtime playhouse at McDonnalds?

Either way, you could do some fun stuff with that thing, Kiwi!

Grey
06-22-2002, 03:02 AM
is it a Borg Alchove or a funtime playhouse at McDonnalds?

Either way, you could do some fun stuff with that thing, Kiwi!

kiwi
06-22-2002, 05:46 AM
Its file name on my HD is "Thingy" :D


Or hows about a Mc Donalds fun house on a Borg cube in a Borg alcove.They serve assimilation burgers,and the fries are live wires :D



Stu.

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