View Full Version : Character: Frank
mweyna 05-27-2005, 05:53 AM Hey folk!
Currently NURBs modeling a character named Frank learning how to patch model and maintain proper flows etc. Interested in everyones thoughts and opinions on the overall design, etc. The goal is to keep a Incredible-esc style with low cartoony detail. Lemme know what you think so far.
(Also, couldnt quite figure out how to render in Maya with wireframes visible so you could see the flow of the model/patches. If you know how I'd glad appreciate it if you shared the knowledge.)
As of right now:
Heads and hands near complete.
Body (Especially Shirt Detail, collar, tie will be added, et), still needs some time.
Legs and Feet/Shoes, untouched and still working on em.
And now to the images!
http://www.geocities.com/crazygluez/Face.jpg
http://www.geocities.com/crazygluez/Side.jpg
http://www.geocities.com/crazygluez/Frank.jpg
http://www.geocities.com/crazygluez/Face2.jpg
|
|
mweyna
05-29-2005, 06:51 PM
Here are the new images, did a little bit of shirt detailing, added a basic belt, got the hair 90% and fixed some the pectorial muscles a bit. Still need to work on legs and feet and make a cool belt bucket. (5/30/05 - My geocities just took a dive so re-hosting images elsewhere. Removing dead links!)
yage.
05-29-2005, 06:53 PM
nice start. some edges are way too hard, especially at the cheeks but all in all itīs quite decent. hang on!
Nice model..I like every thing about it, one thing tho, i tink his head is abit to big for his body, unless ur going for that, in which case ignor me:D. keep it up.
Shonner
05-29-2005, 10:38 PM
NURBS? I'm curious about the wireframe.
mweyna
05-29-2005, 11:08 PM
Hey guys, thanks for the input so far. When I get home tonight i'll try some of those suggestions and see how they work.
Shonner:
I think I've about figured out how to render in wireframe, lemme see if I can get a render out tonight when I get home. Right now its a collection of NURB patchs hooked together with the default sticher. A new way to model for me compared to the standard poly modeling and can be a headache sometimes but trying it out see what kinda results I can get out of it.
AoB:I left the head initially big however I'll try slapping a Lattice onto it and play around with the size a bit see what I can do.
yage:
What part of the cheeks was to hard? The smile line or the the fat pad below the eye?
mweyna
05-30-2005, 11:02 AM
Update as of 5 am. :wip: (Just exceed my geocities bandwidth, so some of the past images may not display!)
Keep the feedback coming, its good stuff!
Shrank the head a bit, still left it a little larger than it would be on a normal person.
Shoes there, no detail yet.
Little bit of adjustment on the shirt, nothing fancy.
Also added some screens of the patch layout showing the flows.
My to-do list:
Finish Collar on shirt
Detail shirt (buttons, tie, etc.)
Detail shoes (laces, etc.)
Proper patch layout for hair (detach, detach and more detach!) no more going through those head patchs.
http://img193.echo.cx/img193/2760/frankupdated217xw.jpg
http://img167.echo.cx/img167/916/frankupdated225jl.jpg
http://img167.echo.cx/img167/9331/frankupdated232db.jpg
http://img167.echo.cx/img167/6810/frankupdated244rl.jpg
http://img167.echo.cx/img167/1991/frankupdated256eo.jpg
Shonner
05-30-2005, 08:21 PM
I'm curious what the real poly count is for your head?
Cessen
05-30-2005, 09:25 PM
Well, it's NURBS, so it doesn't have a poly count. Maybe you'r asking how many polygons it has after tesselation? But even that is fairly meaningless since the tesselation rate can be changed and it's not a final render or anything.
I am curious how many patches it uses, though.
Shonner
05-30-2005, 11:49 PM
NURBS is great for vaccum molding product and die-cast forming. But when exporting to a renderer as polygons, and animation is also planned... let the poly count begin.
mweyna
05-31-2005, 12:13 AM
Right now this was for a NURBs modeling project taught by a really cool Disney guy. My goal was to create a more aesthically pleasing model (Not that LowMan and IKJoe dont look nice, but I always wanted more facial ability) for all the fellow animators out there in Maya, so end product I want this to be my go-to animation rig/model. As soon as I polish the model in NURBs and can finish out the class, right into Poly's and than Sub D's I go for a bit more detailing and texture. Than the fun of blend-shapes, texturing and rigging. =P
I'll agree that NURBs has some nice things to but for me at least they are how I start and polys are how I finish.
mweyna
06-07-2005, 05:43 AM
So I got it to a comfortable point and then brought it into polys for the finishing touches. The following images also have a general color layout on them (no texture).
Total poly count unsmoothed = 10k. (Head minus hair is about 2.5, hands are like 1k each, Hair 600, body 1.5, Props *Tie, belt, buttons 800, shoes around 900 together).
Lemme know what ya think! =)
http://img162.echo.cx/img162/7080/frankupdated416mx.jpg
http://img162.echo.cx/img162/1466/frankupdated423lh.jpg
http://img162.echo.cx/img162/8664/frankupdated431ur.jpg
http://img162.echo.cx/img162/7125/frankupdated443rg.jpg
mweyna
06-07-2005, 05:48 AM
Adding head wireframe:
http://img162.echo.cx/img162/2214/frankupdated450ay.jpg
THECLYKE
06-07-2005, 05:48 AM
I LIKE FRANK...HMMMM..I COULD HOOK HIM UP WITH MY CHICK WHEN I NAME HER...I'LL EMAIL FRANK HER PHONE NUMBER....LOL...SHES SAYS SHE LIKES HIS RED SHIRT...LOL
GOOD JOB CAN'T WAIT TO SEE THE ANIMATION:thumbsup:
CGTalk Moderation
06-07-2005, 05:48 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.