View Full Version : HMC 11: Kangamolebunny
10-13-2007, 08:18 PM
Couldn't resist attempting to complete one of these challeges especially when the great Bobby Chiu contributed such a great concept...:)
Here's what I have so far:
The way I typically approach any concept where I don't have ortho's is to block in the parts based on the image from a front view. Then try and get the parts to work in the round, and then refine, refine, refine...
10-13-2007, 09:28 PM
looking really natural :)
10-14-2007, 02:41 AM
Just wanted to say what a great start you've made. I am also doing Bobby Chiu's Kangamole Bunny and wish that I had drawn some rotoscopes first. You seem to have got the proportions correct already but I have alot of adjustments to make before it comes close.
Good luck with this fun character. :)
10-14-2007, 04:35 AM
The technique that I use for creating the initial model is something I've been developing for about 4 or 5 years now, and is/was out of necessity. I always ran into trouble when I wanted to model something that was only drawn from one angle, and I couldn't draw well enough to realize the concept from a front, side, and 3/4...
Unfortunately you won't always have those drawings, even in a feature film environment, but you will still be expected to hit the concept for the directors.
So what I do is basically start out with simple primatives, and place them in perspective, and try and line them up to the body parts so that they match the drawing, and then match them in 3D space.
Once it all starts working together, I then start to refine the shapes, and once I have a 3D version of the drawing, I go in and "rig prep" the character. The benefit of working this way, is you can capture the character and life of a sketch in your final model. The downside is you make double work for yourself in that you model the digital maquette first, and then have to go in and straighten it out and clean it up for animation.
Hope this information is helpful to you, and anyone else who reads this. =]
Good luck with your model.
10-15-2007, 04:56 AM
Nice model! This concept is one of my favorites from Bobby.
About your workflow (from the above post)-- Are you using the primitives you initially laid out in your final model? Or are they just placeholders that you delete before modelling that section? I'm not totally clear how you go from the primitives to the final model...
Also, is the image above your initial layout with primitives? Or is this a bit further along? If it isn't your modelling with primitives, could you post a screencap of your initial layout?
10-15-2007, 06:11 AM
My primitives are in the above model... it has the cylinders still in place for the arms, and I will use as much of the primitives as I can... but there are some areas such as the face area where I will clean up the geometry, sometimes deleting large areas of "bad" geo, and replacing it with clean edge loops...
Hope this helps...
10-15-2007, 06:32 AM
Thanks a lot for the image! I look forward to seeing your progress on this :)
10-15-2007, 09:11 AM
i hope the next update.
10-15-2007, 01:46 PM
Looking spot on! :thumbsup: You just gotta love Bobby's style! You're really doing his concept justice.
Keep it up!
10-16-2007, 05:39 AM
I still need to add the gums, tweak the body proportions a bit more, tighten up the feet, and do a detail pass, but all and all I'm pleased with the progress...
10-16-2007, 09:53 AM
Very faithful to the concepts. Interesting approach too! :)
hey great progress...
are you modeling with xsi..?
10-16-2007, 12:29 PM
really nice and clean topo. great update.
can't wait to see some sculpting on this one.
10-16-2007, 01:01 PM
Thanks for the words of encouragment guys...Yes Oglu, I'm using XSI... I haven't seen or at least used a better modeling package... =]
i know the power of xsi... im also modling in xsi... :D
haha nice bunny. are you gonna make facial blend shapes for it ?
10-16-2007, 02:54 PM
fx81, I would like to do a set of targets just to see what those might look like. And once I go in and rig prep the character, I will neutralize the expression on his face.
So it will certainly be possible pretty easily...=]
10-18-2007, 12:31 PM
Going to tighten up the mouth on the baby kangamolebunny quickly tonight, and then I think I'll be ready for a Mudbox pass...
10-18-2007, 12:44 PM
awsome work :thumbsup:
looking forward to see scuplting result :)
wow it's looking so close to the concept!! I really like the organic feel. Great job so far man :)
10-18-2007, 02:40 PM
Thanks for the comments guys...
DDS, your entry for Dominace War was one of my favorites :)
10-18-2007, 08:36 PM
HCR Modeling Halloween ONE MOTH TO GO! (Dateline is November 16th) (http://forums.cgsociety.org/showthread.php?f=208&t=551787)
10-19-2007, 12:33 AM
hahaha...! Wonderful job Shilbert :thumbsup:
10-23-2007, 05:57 AM
so quick update... I'm still doing a little bit of mudbox work, trying to take some of the parts like the feet and upgrade them slightly, while staying as loyal to the concept as completely possible...
Next is rig prep, uv, and texture...
10-23-2007, 03:19 PM
I think its looking really really true to the concept. The topology seems nice as well. Hope to see textures soon. keep up the great and inspirng work! XD
11-05-2007, 12:14 AM
I cant wait to see this textured, I know its gona look awesome...
One of my favorite entries for sure.
11-05-2007, 12:14 AM
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