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Per-Anders
10-28-2002, 08:44 PM
Ok wel i figured that this certainly wasn't good enough to put in the WIP or gallery here (i've no illusions), but it's my first ever attempt at a head using C4D. So i just thought I'd share... did it in a couple of hours on friday just for a tutorial on cel shading that's now up on my website. I hope you'll enjoy it. Comments?

http://www.peranders.com/c4d8/

oh and here's a quick link to a very quick and nasty movie i made of it, using the most basic bones setup i could thing of (glove puppet style, four expression bones, two head motion bones, and one root locked bone for the neck... quick and nasty, but does the job to show that the cell shading works).

(about a meg)
http://www.peranders.com/c4d8/tute/quickcel/thugtest.mov

(about 80k, same size, but not as smooth and poorer image quality)
http://www.peranders.com/c4d8/tute/quickcel/smallthugtest.mov

That Adrian Guy
10-28-2002, 11:58 PM
Neat concept but the mesh doesn't seem to behave very well.


Can you post the mesh?

Per-Anders
10-29-2002, 12:41 AM
*sigh it just gobbled my post*

anyhow what i was saying in the post was, it's due to the rig that it deforms badly, more than the mesh (which is really badly flowing especially around the mouth region, and there are several points where five or more polys come together at one point which aint good, but i'd not considered animating the guy when i originally made him for the tute, and come today when i did at the last minute i couldnt be bothered to pull him apart and manually reflow the polys as you have to in c4d). the rig is ultra simple four finger puppet style (one to each eyebrow, one to the upper lip and nose region, and one to the lower lip and jaw region), and as a result it deforms like a finger puppet! lol. i just flung that together very very very quickly (like ten minutes or something) when i suddenly realised that a spinning head is very very boring, even if it does show the toon rendering working nicely. i should have put more time into it, but i was in a bit of a rush to get it all out and it was a last minute thing (which is a lame excuse i know). i only decided to give this organic modelling nonsense that people here keep going on a try seeing as it was a toon rendering tute and it's gotta be more interesting that looking at boxes, or spheres. ;)

kiwi
10-29-2002, 03:40 AM
It kind of reminds me of an Easter Island statue bud :thumbsup:



Stu.

pit
10-29-2002, 07:31 AM
Beeing a "first ever head" this is really great! Boxmodeling, I presume, which can easily screw up your mesh if you´re not carefully planning your moves - nice one, Madame! Thanks for your tutorials btw - they´ve been quite helpful!

flingster
10-29-2002, 09:01 PM
your first head.....damn i sux at c4d.

very nice....has he got a name?
Are you going to take him further?

by the way like the toon shader tut....

Per-Anders
10-30-2002, 01:53 AM
thanks guys... no he's not got a name (i just call him thug) it's a combo of box modelling for most of him, then some detail out and nurbs in certain areas (mebbe i should post a tute on this) i really wish i had that spin edge tool... then it would be a breeze to get the flow working and get rid of those n-points. i'm not sure if i'll take him any further... might do, might turn him into a sailor for this sea scene i'm working on in my own time. if i do then i have to do some editing to the mesh and optimisation 754 polys is too many for the head.

anyhow working on some other tutes too right now... though could be quite a wait before they get up.

Per-Anders
10-31-2002, 06:27 AM
hmm... well i summed up the courage and put him out in the wip section on cgtalk... still beavering away at this, but here's how far a got tonite, and i managed to sort out the flow of polys around the head, thank's to the great plugin Spin Poly :)

http://www.peranders.com/c4d8/samples/jpg/thug5.jpg

this is such damn hard and slow work... but i'm learning a lot doing it, so it's worthwhile. stil lots to do, and lots of work to be done on the surface anatomy on this part... but just trying to keep it within "style" at the same time.

flingster
10-31-2002, 08:03 PM
mdme_sadie: i can't see your last image post...is this me or you?
Cheers

Per-Anders
10-31-2002, 09:59 PM
well i'm seeing it here... but maybe if you can't see it here, got to the renderzone section of my website as it's there currently (i've not had time to do anything to it today).

http://www.peranders.com/c4d8/

flingster
11-08-2002, 07:27 PM
sorry for delay bud....yup i can see it now fine....dunno really.
poss. this server at time....have they fixed that yet?

it looks good....ya inspired my to try a head myself though not in your league i'm learning shed loads....just started doing a wiro tut found with box modelling technique...very good tut but for fact its been done in max/3ds so learning by workarounds....eg used a plugin called saw to do edgeloops (subdivide doesn't really do the same thing) and could think what you use instead in c4d....how they hell anybody copes with saw i dunno. then he uses some spherize cube thingy...so it was a point time move bit fiddly but i got there. do you know what an edgering is in max/3ds? also it seems max has something called an instance mirror which is basically symmetry. anyways bud looks goodie.

Per-Anders
11-08-2002, 07:31 PM
you can replicate mirroring in c4d by getting your geometry (i.e. half the head), putting it inside of a mirror object, then putting that inside of your hypernurbs object. just remember to position all the points that run down the mirroring axis at 0 (either x, or y, or even z, depending on which way you've got htings mirrored), otherwise you'll end up with little gaps or obvious creases along the mirroring line.

edge loops (selection) are available in v8 of c4d but gerenally this refers to getting the flow of polygons to go in a loop around the edge of a particular feature.

flingster
11-08-2002, 09:11 PM
Oooh cool....mirror missed it. heh heh i was just using symmetry. did the trick.
r8 by all accounts sounds v nice. i still can't see how people do without saw plugin though.... i managed to get the poly arrangement the tut got by a quick saw here and a quick saw there...v nice. very soon i should have another mess and i can start over!!:D

Per-Anders
11-10-2002, 05:59 PM
i use cutter which seems to work... haven't tried saw, but i think it does actualy work. but i think a saw plugin should be included with the package to be honest, a good one, with multiple cuts, and a good non modal UI

ThirdEye
11-10-2002, 06:25 PM
Now we have the edge cut, isn't it the same thing?

Per-Anders
11-10-2002, 06:33 PM
yeah it does really (i guess old habits die hard, but cutter evaluates changes in direction better), but it's still non modal, and you still can't specify where to cut (ideally it would be great if you could knife the first edge and the others would follow, but even an interface like bandsaw would be a marked step up).

actually does anyone know of a plugin that does what the make polygon tool (and the bridge tool) does, but automatically adding points as you click?

like when you add points in space by [CTRL] clicking using the move tool in points mode, only this time adding the points and connecting them up to make polys (kinda what the make poly tool should do in the first place really, if the bridge tool does what the poly tool does, only better).

AdamT
11-10-2002, 09:45 PM
Originally posted by ThirdEye_01
Now we have the edge cut, isn't it the same thing?

Not exactly: Saw lets you place the cut anywhere in relation to the existing edges.

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