View Full Version : Character: Toon Hamster
shoey 12-28-2002, 05:29 PM just a little project that i'm in the middle of at the mo. he is part of a comedy duo(once i get them both finished).
C&C please.
EDIT: THIS IS LATEST RENDER AND ANIM TESTS
http://www.philshoebottom.co.uk/Art/Test.jpg
Walk (http://www.philshoebottom.co.uk/Art/walk.avi)
Anim Test (http://www.philshoebottom.co.uk/Art/test.avi)
|
|
LordGolem
12-28-2002, 05:35 PM
It remembers me Ice Age :thumbsup:
aazimkhan
12-28-2002, 06:25 PM
like lordgolem said....it sure has the ice age looks...maybe fur on this guy will look good.......
shoey
12-29-2002, 08:27 PM
thanks for the comments guys.
a little update of the feet and body, still to finish the head off, and his evil friend. lte me know which you think is better.
cheers :thumbsup:
http://www.cookercare.demon.co.uk/Art/hamster2.jpg
LordGolem
12-29-2002, 09:31 PM
There's something different in the eyes, I like more the eyes of the previous image! (have I visions? :D )
thesaint
12-29-2002, 10:00 PM
I like it, but the eyes seem a little flat to me, they lack that sparkle highlight that gives life and energy.
Unlike the previous poster i have to say that i didn't like the first set of eyes very well. Eyes are way too important, even in Monsters and Finding Nemo the characters were given quite human eyes -- this helps the viewers relate and read the character with greater ease.
IMHO don't bother with fur either. It would seem like a nice gimik, but the management and render times are not worth it, i love your present treatment of that cruppled paper look. Less is More sometimes.
(Also IMHO) Take a look at the top of your hand, it bulges up, which looks a little weird. The fingers should be below the level of the wrist, but still straight (if that makes sense).
Does it need a tail to help it balance the weight????? More teeth ??? I love that pear shaped body!!! Great lines.
Good work -- i can't wait to see it finished and even animated!!!
Johnlittle
12-29-2002, 11:58 PM
It's going to be fun. I like the second image better slightly. Keep going it's got potential.:beer:
shoey
01-05-2003, 05:34 PM
thanks for the replies guys:thumbsup:
i've been a bit lazy with my work over xmas, too much food and drink to be had;)
anyway back to work now, xmas is over. only a tiny update, just wanted to see what people think of the new eyes. i'm going to start rigging him ASAP and get his partner in crime finshed soon too. don't think i'm going to put fur on them, for a start i'm working on 3dsmax and i quite like the way he looks wihtout fur. should be an update by the end of the week.
cheers:bounce:
http://www.cookercare.demon.co.uk/Art/hamster3.jpg
looks pretty good indeed! except that i kinda liked the first set of eyes, just a black dot instead of "real" eyes gives him just that kind of, goofy cartoony feeling, dont really know how to say it.
But its comin along really good!
thesaint
01-05-2003, 07:16 PM
Well, i appreciate where xeno is coming from on that, but i have to say (since it was my suggestion) that the new model really pops out of the page for me now.
Eyes really make the difference for me, especially when you are trying to read into something that a character say or does. Little darting eye movements can replace so much body language and help retain a strong pose.
EXAMPLE:
If i held his hands up in front of his chest (close to it), palms facing out and a little down, fingers slightly bent with his head down but face looking foward (arched back in essence) and knees slightly bent, could you tell what he was doing? Now if i made the eyes dart around looking to the left and right, you could probably tell he was being sneeky. I could hold that pose with very little movement because the audience would be watching his eyes, everything else becomes implied movement. Thus, i have a strong pose, and all i moved was his eyes (well, almost). That in a nutshell (pun intended) is why i like these eyes.
I really do like that crumpled look and the color blends that you use, in my opinion, are wonderful.
What is the package you used? Is it rigged? Are you going to animate it? When are we going to see it???????
gruvsyco
01-05-2003, 07:17 PM
To me it looks kinda like the eyelids and the eyeballs are are on the same plane. I think if you could make the lids a little more defined, it'd look a little nicer.
thesaint
01-05-2003, 07:20 PM
Something else i thought i beter warn you about.
With feet that far apart (and i like them) you are going to have a heck of a time getting a walk cycle together! Big, long feet and wide legs are a nightmare!
That is one of the reasons Mike Wazowski has long legs, it helps to help compensate for his long feet during walking.
shoey
01-06-2003, 03:49 PM
Originally posted by thesaint
Something else i thought i beter warn you about.
With feet that far apart (and i like them) you are going to have a heck of a time getting a walk cycle together! Big, long feet and wide legs are a nightmare!
That is one of the reasons Mike Wazowski has long legs, it helps to help compensate for his long feet during walking.
thanks for all your comments saint. i will look into the leg problem when i set up a simple walk cycle, will probs be too late by then but he is already rigged now. the software is 3dsmax and the textures are just precedural(spelling?).
thanks to everyone for the comments will certainly take everyones advice into concideration.
here's a quick pose test just to sort out any rigging problems. starting his friend very soon.
http://www.cookercare.demon.co.uk/Art/hamster4.jpg
thesaint
01-06-2003, 04:10 PM
I really like this little guy. Good job.
Let us know when you have something animated.
Good work and best of luck for the future.
Procedural (but you were close enough to be understood)
i must admit the eyes kinda grow on u, they indeed look pretty good. well id really love to see an animation, hope ull throw in some of the good ol' ace age type humour :)
shoey
01-07-2003, 01:46 PM
right then! i threw this together this morning, its still totally a WIP and the movement is far from complete but i wanted to get some feedback from you guys before i continued on. do you think the feet are too big for him to walk with. i tried changing the length of the legs but it spoilt the look of him. anyway here's the anim, pls give me your C&C.
cheers.
walk test (http://www.cookercare.demon.co.uk/Art/ham.avi)
Hmm... I don't like the feet. They are too small. Make them bigger. Not as big as the ones on the first picture but bigger then the ones on the last picture. It seems that the hamster is made of clay. Make him smoother. And also a little fur. I haven't touched it myself but I read a tutorial about a plugin called Shag:fur. Try it.
shoey
01-07-2003, 03:27 PM
Originally posted by Chan
Hmm... I don't like the feet. They are too small. Make them bigger. Not as big as the ones on the first picture but bigger then the ones on the last picture. It seems that the hamster is made of clay. Make him smoother. And also a little fur. I haven't touched it myself but I read a tutorial about a plugin called Shag:fur. Try it.
thanks for the comments chan but i can't use shag:fur as it is a seperate plugin to max that you have to purchase. i actually quite like how he looks without fur anyway.
heres a little change to the body and legs, not too surre if i like it but it makes it easier to animate, let me know what you think of the new version.
cheers for all help and comments. keep 'em coming:bounce:
http://www.cookercare.demon.co.uk/Art/hamster5.jpg
shoey
01-08-2003, 10:52 AM
Right then. i've changed the face, eyes, turned the ears around, and rigged him again(for the third time). let me know what you think.
Cheers.:bounce:
http://www.cookercare.demon.co.uk/Art/hamster6.jpg
orangefisk
01-08-2003, 11:03 AM
Like the model - it maybe needs some `less smoothnes - you know try make the model more uneven some places.
:bounce:
Are you using Character studio for the rigging part?
Originally posted by shoey
thanks for the comments chan but i can't use shag:fur as it is a seperate plugin to max that you have to purchase. i actually quite like how he looks without fur anyway.
heres a little change to the body and legs, not too surre if i like it but it makes it easier to animate, let me know what you think of the new version.
cheers for all help and comments. keep 'em coming:bounce:
http://www.cookercare.demon.co.uk/Art/hamster5.jpg
Okay. Now the feet look great.
shoey
01-08-2003, 04:11 PM
Originally posted by orangefisk
Like the model - it maybe needs some `less smoothnes - you know try make the model more uneven some places.
:bounce:
Are you using Character studio for the rigging part?
thanks kev. i understand what you mean about roughing it up a bit, might give it a try sometime this week. i am using character studio for rigging cos i wanted to get the rigging done quickly so i can move on to building his friend and the cage they are going in.
Originally posted by Chan
Okay. Now the feet look great.
thanks alot:thumbsup:
i think i'll leave this guy now and work on the other one and the cage. should have an update soon.
cheers:bounce:
thesaint
01-09-2003, 01:16 AM
For the animation:
these are my notes (love the new look by the way - really starting to get refined). They are not a critic, but just a simple review for you.
1) The weight should always be over the foot that is most on the ground, this applies to walking and standing. At the moment you walk cycle is back to front, he moves his weight over the foot that leaves the ground. Happens a lot so don't sweat it, it's hard to see the wood for the trees sometimes.
2) There is little or no bend in the knees, the result being that it makes his leg look stiff and arkward. You lead with the knee and then the foot (which raises), it is an implementation of secondary motion which helps to make it all smooth. The shoulders are conected to the hips (through dipping to one side) which in turn provides counter balance to the now moving leg. Hands lead the elbow which is effected by the shoulders and this ties everything together.
3) Remember that everything moves in arcs.
This is a standard walk, but what builds character are things like: How high the hand goes, How high the knee goes, Where the hand goes when it reaches the peak, the eyes, the mouth and the relative position of the head and chest.
Walk cycles are critical to understanding the character of the model. You have a task because the feet are big (the legs are a little longer now) and the hips are so wide, so really give it some thought. If you send me a private message with your email address i will send you some walk cycles from me that you can look at and help you understand this badly written post!!!
shoey
01-09-2003, 10:47 AM
Thanks alot Saint, i really appreciate your help. I've sent you a PM for those cycles. That first attempt was a bit of a hashed job, the legs just made it impossible to animate. I'll try again soon, i'm going to make the cage first i think.
Anyway... here's a tiny update. the head on the one on left aint finished yet. i'm going to leave the body i think though(even if it is just a scaled version of the old one), unless you think i should model a completley new one.
Here's the pic. Cheers:bounce:
http://www.cookercare.demon.co.uk/Art/2.jpg
shoey
01-10-2003, 04:20 PM
just wondering does anyone have any ideas on what i could name these two. any suggestions:shrug:
lol, wicked.
Err "Terrance And Dexter"?? Dexter sounds like a scaredy cat dweebish name and terrance sounds like a sophisticated yet evil mastermind :D great modelling :thumbsup: :wip:
Stillwell
01-17-2003, 08:55 PM
Paul and Dubby.
Really great models!
vorlon
01-17-2003, 10:03 PM
Bar and Sushi
shoey
01-27-2003, 09:48 AM
Thanks for the suggestions guys:thumbsup:
gees, it feels like i haven't done any work on these two for months. i've been a bit busy with my new website and working on mable for my short animation.:wip: should have an update on these guys v. soon:bounce:
Cheers.
Johnlittle
01-27-2003, 12:02 PM
There cute,keep going with them,and your animation sounds like it will be funny if I go by this work.:beer:
shoey
04-29-2003, 06:36 PM
Right then, time to bring this thread back from the dead:D.
Just where does the time go:shrug: Had so many other deadlines to meet that these two took a serious backburner. The time has come to start work on them again:applause: Just a tiny update for you guys. i'm busy working on the environment, then it will be time to animate them, YAY!!!
http://www.philshoebottom.co.uk/Art/d&d01.jpg
Don't think these will be the final colours or textures, or even lighting, cos i tend to mess around with the settings alot:D
Let me know if you have any major suggestions before i start animating:thumbsup:
Cheers, Phil :bounce:
[EDIT:] On a side note, can anyone tell me why when i use the IMG tagit places the image as a link and doesn't place it in the thread:shrug:
shoey
05-07-2003, 04:06 PM
Right then, i've had such a shit mornin trying ot get these two rigged differently and the end just wasted a days worth of animating. GRRRRRRR.:annoyed:
Anyway, went back to my old rig and thought sod it i'll just keep going with what i have.
Got round to doin a tiny run test in the wheel, its sposed to loop but its not quite right. You get the gist anyway.
Here it is: Run Test (http://www.philshoebottom.co.uk/Art/run.avi)
C&C very welcome:thumbsup:
IDownupI
05-07-2003, 04:58 PM
please please pleasodiasd
Give me the bump for the hamster :scream:
shoey
05-07-2003, 06:22 PM
just another quick test, starting on the main anim tonight and should have a good update tomoz.
Run Test 2 (http://www.philshoebottom.co.uk/Art/run2.avi)
shoey
05-08-2003, 07:48 PM
Howdy,
Here are a few screens from the anim so far. Hope you like:)
http://www.philshoebottom.co.uk/Art/Test.jpg
and yes, before you ask, that is the kitchen from 'kids'. I'm just too lazy and strapped for time to build another environment at the mo.
More of the anim will be coming very soon:wip:
Toodles:bounce:
vanilla shotgun
05-08-2003, 08:33 PM
Hehe... I really like this little fella... Some fur!
shoey
05-09-2003, 03:01 PM
Got a quick test of some animation done. It still needs tweakin a bit, but the basics are there. Let me know if you have any suggestions guys:thumbsup:
Here it is:Anim Test (http://www.philshoebottom.co.uk/Art/test.avi)
Cheers, Shoey:bounce:
shoey
05-10-2003, 04:58 PM
Done a walk test. let me know what you think:thumbsup:
Walk (http://www.philshoebottom.co.uk/Art/walk.avi)
mattmos
05-23-2003, 05:19 AM
Love the walk cycle, can defo see it working with the hamster model because of the low centre of gravity.
The anim test is a bit sparse to make any crits, but any reason why he frowns after seeing the food in front of him? Also having a character waking up is prime exaggerated strech/yawn terratory...
Looking forward to seeing the progress!
FallenSwordsman
05-23-2003, 07:36 AM
Just to say that I like what I'm seeing so far. The character models are excellent and the walk test looks pretty sound to me. I love the use of expressions you've got too. Good work :beer:
CGTalk Moderation
01-14-2006, 01:00 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.