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NolanSW
06-08-2004, 09:20 AM
This is just the base model. The textures are not finalized. Planning on using him for a rigging demo reel to show muscle deformations and such. Thinking he might fight an alien like the ones in Pitch Black. C&C Welcome!



http://sean.infkt.net/Riddick1.jpg
http://sean.infkt.net/Riddick2.jpg

marc001
06-09-2004, 10:17 PM
1. The arm span is longer than the height. It should be the same length.
2. Legs are short. If you bisect the height that should be crotch level.
3. The deltoids should not connect that low in the front.
4. The lips are straight. When viewed from either the top or bottom, the teeth are arranged in an arch. The lips surrounding the teeth should follow the same structure.
5. Define the tip of the nose and nostrils
6. The shape of the palm of the hand should be a wedge, thicker at the base and tapered near the fingers.
7. The shirt arm holes are concave from the front. Currently they bow outwards in the front view. Instead the arm holes of the shirt should bow inwards.
8. The sternum region between the pecs are straight. The sternum isn't straight. it should bow outward.

NolanSW
06-09-2004, 10:39 PM
Thanks so much for the input. All I had for ref images was the head and a skeleton for the body proportions. Your suggestions are a tremendous help. These areas will be tweaked tommorow and I'll post an update asap. I wasn't able to get these suggestions from classmates since they are at my level.
Thanks again.

4 low
06-10-2004, 01:00 AM
marc001 pretty much knocked it out with those suggestions. One thing you might consider is how you are modeling the character. A lot of people model their characters with their arms straight out. That's not really necessary, and can be a big reason for the anatomic errors, especially in the shoulder and chest area. Try to model him with the arms at an angle, more closely to his side. It won't negatively affect your ability to rig the character, and it might help get his anatomy correct. Just .02....

NolanSW
06-10-2004, 02:13 AM
Thanks for the suggestion 4 low. I'll keep that in mind. I took marcs001 suggestions and did some tweaking with a little help fom davinci. I used the arms to gauge the height which helps. Did some other mods but didn't have time to re-render it. Is this a little better? :)

http://sean.infkt.net/BodyProp.jpg

NolanSW
06-10-2004, 07:03 AM
Here is an update some on the head. Tweaked the lips, nose and redid the ear. Still needs some shaping though. Getting closer.

http://sean.infkt.net/VinFace.jpg

NolanSW
06-14-2004, 04:17 PM
Crap, I think the server is down.

NolanSW
06-14-2004, 04:27 PM
While the server is back up, better update while I can.

http://sean.infkt.net/RD1.jpg
http://sean.infkt.net/RD2.jpg

NolanSW
06-14-2004, 04:52 PM
One more with the skeleton in it. This is before I fixed the pelvis area. Saw that the groin area didn't come down far enough.

http://sean.infkt.net/OrthoView.jpg

Hyndra7
06-14-2004, 04:58 PM
Its a good stating point,

I would look at reference when modelling. The profiles of arms and torso are off, I would rework the biceps and forearm, deltoid, pecs. and trapezius. cant' look at the legs because they are a bit dark.
The head is structure is a bit off too, the end of your mouth is running up towards the cheeks, brow bone structure is not arched like that, the nostril loops blends into the upper lips where it should be a strongly creased.

Jaw to skull and skull to neck are a bit off as well.

rusdom
06-14-2004, 05:07 PM
Hey Sean,
The model's looking good... the second one is a big imporvment on the first. I wish I had time right now to look at it more indept and give a better crit, but I'm running late and gotta get to school (aren't finals fun....). Let us know though what Mark says about the model, when you turn it in. Good luck :)

Russell

NolanSW
06-14-2004, 05:23 PM
Originally posted by Hyndra7
Its a good stating point,

I would look at reference when modelling. The profiles of arms and torso are off, I would rework the biceps and forearm, deltoid, pecs. and trapezius. cant' look at the legs because they are a bit dark.
The head is structure is a bit off too, the end of your mouth is running up towards the cheeks, brow bone structure is not arched like that, the nostril loops blends into the upper lips where it should be a strongly creased.

Jaw to skull and skull to neck are a bit off as well.

Thanks for the suggestions. These areas need to be reworked how? The last two images or the most up to date. The one head shot is a different version, so don't go by that one. I think one problem is that I modeled in the T-pose which have been explained that it will make it difficult to skin. So the shoulder region and arm areas are flexed. I'll have to figure something out about that. Got a few days let before turing it in to class.

rusdom
06-15-2004, 02:21 AM
as far as the rigging process goes... having the character in the pose that you have him in will make things a lot easier on you. If for instance, the characters arms were bent at all, it'd make the rigging process much more time consuming. As far as the actual skinning goes.... I don't see how it'd make much differnce, once you get deformers in there and all.... course... I could be wrong :) and maybe we're thinking about two different things all together, I'm just remembering how it was in character rigging class (my character had arms and fingers that were bent down and it was such a pain, it ended up being easier for me to just adjust the model so the arms were straight, then rig it).

NolanSW
06-15-2004, 03:24 PM
Well I was told by a rigging pro( Meteor Studios ) that for rigging, you want your characters in as much relaxed state as possible. This way when you go for deformations, the character is going from a relaxed pose to an extreme pose. But the way I modeled the char, the ams and the tanktop are seperate goeomtry, so I may be fine either way. I was told I have a good starting point, so I need to go rework some areas, whatever that means.

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