View Full Version : My 2nd model - WIP!
LiveFlash 02-15-2004, 06:32 PM Well since that first head model of mine was beyond repair I scrapped it and started again.. this time, I will document my ever move in here!
Once again, using the Box Modeling method:
http://www.liveflash.co.uk/images/lightwave/head01.jpg
Shaping out the basic features:
http://www.liveflash.co.uk/images/lightwave/head02.jpg
The mouth & Lips:
http://www.liveflash.co.uk/images/lightwave/head03.jpg
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LiveFlash
02-15-2004, 06:33 PM
Shaping the nose (making the jaw less Arnie-esque:
http://www.liveflash.co.uk/images/lightwave/head04.jpg
Shaping the head and eye sockets:
http://www.liveflash.co.uk/images/lightwave/head05.jpg
I'm currently working on the ear.. and its a pain in my ass :cry:
Nemoid
02-15-2004, 08:33 PM
good modelling process with a few poligons so far. think you need some more geometry in some area.
about the ear there was a very good tut in Todd Grimes website, but it was removed sometime ago.
it started from 2 polygons and did some sm shift and bevels inside, then with spiquad and drag, it did the basic shape of ear and finally sm shifted it again, to start tweaking. however creating a ear is a pain in the ass wih box modelling sometimes!
there also was some great suggestions from splinegod here in cg talk. search for them!
LiveFlash
02-15-2004, 08:54 PM
Well, I've finished the head model.. I'm not totally happy with the ear, but what the hell.. its the best I can do! :blush:
http://www.liveflash.co.uk/images/lightwave/head06.jpg
LiveFlash
02-15-2004, 09:11 PM
Here is another version of him.. I call him ANGRY GUY! :surprised lol
http://www.liveflash.co.uk/images/lightwave/angry_guy.jpg
LiveFlash
02-16-2004, 01:06 PM
Here is an animation of all the angles.
http://www.liveflash.co.uk/images/lightwave/head_animation.avi
PetterSundnes
02-16-2004, 03:01 PM
Nice muscular look to him, very Arnie-esque, not too similar to him. Very nice tho.
Texture next?
LiveFlash
02-16-2004, 03:43 PM
Originally posted by petterms
Nice muscular look to him, very Arnie-esque, not too similar to him. Very nice tho.
Texture next?
Thanks for your kind words :thumbsup:
I dont know how to texture yet, but I am planning on texturing him for sure.. and maybe even giving him a body! :)
LiveFlash
02-16-2004, 09:00 PM
Here is an update!
http://www.liveflash.co.uk/images/lightwave/angry_guy02.jpg
Don't worry about the arms and shoulders.. he'll be wearing a long leather jacket! :cool: lol
SugarBabe
02-17-2004, 09:49 PM
:wavey:
Looking Good!:p :applause:
:bounce:
LiveFlash
02-25-2004, 07:49 PM
I've given him some combat pants and boots!
Here's an update:
http://www.liveflash.co.uk/images/lightwave/angry_guy-update.jpg
I'm not entirely happy with the way he looks at the moment.. but hey, its only my first full body model! :shrug: lol
Triple G
02-25-2004, 08:54 PM
The modeling itself is not bad, especially for only your second model....my best recommendation would be to re-examine your proportions. Right now he's kinda looking like Hank Hill's dad (from King of the Hill).
LiveFlash
02-25-2004, 09:48 PM
Can somebody please tell me how I can make the pupil in the eye please? :blush:
I've tried with a texture I made, but it keeps on coming out all wrong! :cry:
Triple G
02-25-2004, 10:09 PM
Here's a pretty good method I use for making quick pupil textures (that's the colored part of the eye, right? I always get the terminology mixed up...)
Anyway, I'll create a new doc in Photoshop....whatever size is appropriate, say 512x512 or whatever. Pick the foreground color of your eye, and set your background color to a darker version of that color. Run the clouds filter, then add some noise...maybe like 50 or 60 percent. Then do a radial blur, set to zoom, maybe like 50 percent or so.
It's not perfect for all situations, obviously, but it works pretty well for me, and it's great when you need something quick. :thumbsup:
LiveFlash
02-25-2004, 10:19 PM
Originally posted by Triple G
Here's a pretty good method I use for making quick pupil textures (that's the colored part of the eye, right? I always get the terminology mixed up...)
Anyway, I'll create a new doc in Photoshop....whatever size is appropriate, say 512x512 or whatever. Pick the foreground color of your eye, and set your background color to a darker version of that color. Run the clouds filter, then add some noise...maybe like 50 or 60 percent. Then do a radial blur, set to zoom, maybe like 50 percent or so.
It's not perfect for all situations, obviously, but it works pretty well for me, and it's great when you need something quick. :thumbsup:
Hey thanks for that info!
I've got that part locked down pretty well.. but how do I go about applying that texture to the eye model? :blush:
Triple G
02-25-2004, 10:54 PM
No prob...I'm actually in the process of doing some eye textures at this very moment.
With the model I'm doing right now, I'm selecting the front half of each eyeball (I figure that'll be about as much as the camera will ever see on this character, anyway), and creating a new UV map, with planar projection on the z-axis.
I then export this as an EPS to Photoshop (Construct->Additional->Export Encapsulated Postscript)...do my painting, then apply this to the model. Do this by going to the surface editor, click on the T in the color channel for your surface, then select UV as your projection, then select whatever you named your UV map in LW when you initially created it, and finally select your image that you created in Photoshop. That should pretty much be it. :)
You could actually do the same thing by just applying a planar texture to the eyes on the Z axis (without going through the trouble of UVs...), but I just figured I'd try doing it this way for a change.
LiveFlash
02-25-2004, 11:34 PM
Originally posted by Triple G
No prob...I'm actually in the process of doing some eye textures at this very moment.
With the model I'm doing right now, I'm selecting the front half of each eyeball (I figure that'll be about as much as the camera will ever see on this character, anyway), and creating a new UV map, with planar projection on the z-axis.
I then export this as an EPS to Photoshop (Construct->Additional->Export Encapsulated Postscript)...do my painting, then apply this to the model. Do this by going to the surface editor, click on the T in the color channel for your surface, then select UV as your projection, then select whatever you named your UV map in LW when you initially created it, and finally select your image that you created in Photoshop. That should pretty much be it. :)
You could actually do the same thing by just applying a planar texture to the eyes on the Z axis (without going through the trouble of UVs...), but I just figured I'd try doing it this way for a change.
Sory about this.. bare with me now.. :blush: If I choose to add my texture to the eye using planar texture, would I have to still only use half the eye-ball for this? I've tried something like this the other day and gave up in the end as the eye texture kept messing up! :blush:
Triple G
02-25-2004, 11:46 PM
Well, the problem with this is that if you're trying to texture your entire eyeball with a planar Z projection, the front (colored) part will likely look fine, but you'll get noticeable smearing on the sides of the ball.
You could take your eye texture and apply it with a spherical projection and you'd probably get better results. I just elected to go with UVs since it's easier for me to see exactly where the texture will fall when I'm painting over a UV grid, rather than playing a guessing game with LW with non-UV projections. The little bit of extra effort of setting up the UVs is worth it to me.
Now, on the other hand, if you simply want to texture the colored part of the eye, just make sure you give that a separate surface name from the rest of your eyeball, and in that case a simple Z-projection should suffice.
new2LW
02-26-2004, 01:21 AM
Looks like the user delta tutorial :)
Eric
LiveFlash
02-27-2004, 02:37 PM
Originally posted by new2LW
Looks like the user delta tutorial :)
Eric
Whats user delta? :shrug:
Can I have a URL link please?
new2LW
02-27-2004, 03:07 PM
Haha, I'll play along ;)
Everything about your first step looks like his. The way the nose is pulled out the way the eyes are angled the Smooth shift from your adams apple to the nostrils. And you don't have a split down your head, most artists do so they can mirror if they have to later.
It just looks really similiar.
http://www.newtek.com/products/lightwave/tutorials/modeling/head/index.html
Eric
Paul-Angelo
02-27-2004, 05:10 PM
I was going to say the same thing. Looks like Userdelta's head tutorial almost exactly.
LiveFlash
02-27-2004, 07:07 PM
You guys are 100% correct! :beer:
I thought user delta was a website! duh :blush:
I would have known where it was from if I downloaded the videos muself, but my friend gave them to me!
For me, this way is perfect for modeling heads.. I've tried soo many different ways and in the end this is the one I clicked with! :love:
LiveFlash
02-28-2004, 09:47 PM
I've given him some eyes, but they dont loook as good as i'd like them to! :shrug:
http://www.liveflash.co.uk/images/lightwave/close_up_eye.jpg
Triple G
02-28-2004, 11:04 PM
Liveflash, I've uploaded an eye object to my site if you'd like to check it out...it's not the greatest by any means, but it might give you some ideas. It's actually pretty similar to the technique described in the ILW6 book.
eyes.zip (438k) (http://www.greggdomain.com/temp/eyes.zip)
LiveFlash
03-02-2004, 07:55 PM
I've kinda finished the model and I'm going to attempt to texture him now! :blush:
http://www.liveflash.co.uk/images/lightwave/almost_finished.jpg
LiveFlash
03-02-2004, 08:41 PM
A different angle :shrug:
http://www.liveflash.co.uk/images/lightwave/almost_finished02.jpg
SplineGod
03-02-2004, 10:01 PM
Hey Liveflash,
Looking pretty good. The overall form is pretty good. The biggest problems I see are in the flow, especially around the eyes and bridge of the nose. Thats a common problem I see happen sometimes when people use this method. Theres kind of an optimal amount of polys needed to get things to flow properly.
A clean mesh is important for a variety of reasons too. Heres generally how i like the edges to flow on my models.
LiveFlash
03-03-2004, 01:33 AM
Not bad for my first ever texture heh? :thumbsup:
http://www.liveflash.co.uk/images/lightwave/soldier.jpg
I know it looks cheesy as hell.. i'll work on it as I learn more!
LiveFlash
03-03-2004, 02:22 PM
Here is the model with a stuble type beard fot that fough and ready look :buttrock: LOL (first time using Sas Lite)
http://www.liveflash.co.uk/images/lightwave/soldier_beard.jpg
Here's a little test animation of him:
http://www.liveflash.co.uk/images/lightwave/Soldier_almost.avi
SplineGod
03-03-2004, 08:06 PM
Hes coming along pretty well. :)
Id adjust the Saslite settings and see if you
can give him a crew cut.
LiveFlash
03-05-2004, 07:15 PM
I put together a little walk cycle with Motionbuilder 5.1.
http://www.liveflash.co.uk/images/lightwave/walking_soldier.jpg
Here's a little test animation:
http://www.liveflash.co.uk/images/lightwave/Soldier_Walking.avi
Something really weird is going on near the bottom of his pants.. near the boots.. any ideas why that happens? :shrug:
AndrewE
03-05-2004, 07:18 PM
:thumbsup: :thumbsup: :thumbsup:
Awesome!!!!
I just think it's your weighting.
Triple G
03-05-2004, 10:24 PM
Originally posted by LiveFlash
Something really weird is going on near the bottom of his pants.. near the boots.. any ideas why that happens? :shrug:
Did you use one weight map for both legs? If so, try separating it into one map for each leg...should solve that problem.
Either that or you've got a couple points in your leg maps that belong to the opposite leg...should be a pretty easy fix.
p.s. Doesn't MB5 rock?! :buttrock:
LiveFlash
03-05-2004, 11:23 PM
Originally posted by Triple G
Did you use one weight map for both legs? If so, try separating it into one map for each leg...should solve that problem.
Either that or you've got a couple points in your leg maps that belong to the opposite leg...should be a pretty easy fix.
p.s. Doesn't MB5 rock?! :buttrock:
I didn't use any weight maps that I can recall :shrug: but I've dragged some points around and I think it looks a little better now.. check out the new animation and let me know if that looks better near the problem part if you like!
http://www.liveflash.co.uk/images/lightwave/Soldier_Walking_new.avi
..and Yes, Motionbuilder 5 rocks.. now if only I can add that awsome animation I made to this character! :blush:
LiveFlash
03-06-2004, 12:50 PM
Ok, heres the new animation I put together.. since i'm pretty new to this whole thing.. it took up the whole of yesterday.. butonly because I've never used Motionbuilder before :thumbsup: LOL!
http://www.liveflash.co.uk/images/lightwave/SoldierPose.jpg
Here is the new animation test:
http://www.liveflash.co.uk/images/lightwave/ComboMoves_beta.avi
omar C
03-06-2004, 01:31 PM
hahaha i really like the way its going man!:thumbsup:
LiveFlash
03-07-2004, 06:07 PM
Here is the newest animation.. I call it "The Soldiers Funky Walk! :thumbsup:
http://www.liveflash.co.uk/images/lightwave/Soldier_FunkyWalk.jpg
Here is the animation test!
http://www.liveflash.co.uk/images/lightwave/Soldier_FunkyWalk.avi
You gotta love Motionbuilder! :love: Let me know what you think..
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