View Full Version : WIP: edgar
lukaz 12-08-2007, 02:59 PM hi all,
meet edgar.
C&C are welcome.
have nice weekend!
http://blender-imd.dreamhosters.com/luk/edgar2.jpg
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PLWoods
12-08-2007, 03:45 PM
Double post due to lag
PLWoods
12-08-2007, 03:48 PM
Looking good can I see a wire frame??
What are you going to be using him for?? Is he goona be rigged as i can imagine a good upperclass english accent coming out of him if you were to animate him.
lukaz
12-08-2007, 04:17 PM
hey thanks!
no specific plans. just an excercise to get some more familiar with blender.
and rigging and animating could be part of the excercise.
here is a wireframe.
http://blender-imd.dreamhosters.com/luk/wireframe.jpg
i think i just saw a tri @ the mouth, and that you might want to fix as mouth is something that will deform, though i guess catmul clark subdiv will 'quadrize' it so-to-say, other than that, looking good.. :)
lukaz
12-08-2007, 05:03 PM
hey thanks, think i have got it fixed now.
http://blender-imd.dreamhosters.com/luk/wiremouth.jpg
ahh.. now you be having a pole in there, but atleast its a quad, eh? :D
ttracing2
12-08-2007, 05:26 PM
nice start. i would subsurf the edges of the mouth one more time and that should clean that up nicely.....
lukaz
12-08-2007, 05:42 PM
aaaah!
i am afraid you lost me LOL
what's a pole? where is the pole?
aaaah!
i am afraid you lost me LOL
what's a pole? where is the pole?
Thread about The Pole @ SubD (http://subdivisionmodeling.com/forums/showthread.php?t=907)
and the pole on your model:
http://i10.tinypic.com/71pfxbl.jpg
lukaz
12-09-2007, 05:23 PM
mmm ... interesting stuff.
quite complicated to model too.
the model is full of poles and triangles so i decided to start over.
but i cannot seem to avoid poles and triangles. got to keep on trying i suppose
http://blender-imd.dreamhosters.com/luk/pole.jpg
oh, no, no.. you dont have to remove all the poles, just use them smart as they can be used to controll polyflows. :)
ps. loops already look better.. ;)
ttracing2
12-10-2007, 05:38 PM
yea dont remove, use them to your advantage.....
paulhart
12-10-2007, 06:03 PM
Fun character modeling, now about those polys...
Poles are just about inevitable, and it is near impossible in organic modeling to have only quads, so the best way to "dance" is to try for quads, selectively include tris, and only have poles where they won't deform awkwardly or be seen. Tris are particularly useful, or show up, as the poly count > or < in the flow. The difficulty with the corner of the mouth is that it will violate both rules, as the mouth draws a lot of attention, and being in the corner were stretching is going to occur in multiple planes means that the deformation is "iffy" at best. Remember, good poly flow is more art than science as the "polys" don't know, it is up to the artist to see the "flow." Deformations and bends only happen correctly along seam edges of polys and not across the face. Poles can be unpredictable, especially when they are in high deformation areas. Good luck with your efforts. There is a beautiful example of poly flow of a head on this forum, tho it is a much higher poly count, the concept and elegance is fine to witness. (Patient (http://forums.cgsociety.org/showthread.php?threadid=570664&utm_medium=plugblock&utm_source=cgtalk)) Save off good examples, study them closely, learn how to use spin quads to direct the flow. Sometimes triple an area of quads and poles, then selectively re-combine the tris into a new set of quads, sometimes the results will be better, but have backups..... Enough..., go play.
Paul
lukaz
12-18-2007, 02:30 PM
thanks all, realy intresting info i get here.
i have done a little remodelling
think the nose came out a little better
but i messed up the mouth.
http://blender-imd.dreamhosters.com/luk/edgar10.jpg
thanks again.
regards,
lukaz
FreakyDude
12-18-2007, 08:32 PM
You seem to have a lot more loops in the side of your face than in your previous model.
I think you can remove a few (alt rmb=select loop, then press x and choose edgeloop to delete the edgeloop while keeping the polygons it used to divide) and then shift the loops back a bit and make a beter shape out of it, this will also help the mouth. I think from the nose down, the second and third horizontal edgeloops could be moved upwards, and even things out a little. I think you're getting a good understanding of how loops and all work, but you're going overboard with them a little. your previous model was better I think, sorry....
BUT! good news, with a few tweaks this one will be better still.
not trying to be arrogant or "my-way-or-no-way" by any means, but here's what I'd do:
a quick sketchover, red is what I would remove, blue is what I'd move (upwards)
http://img90.imageshack.us/img90/8428/edgar10rf1.jpg
Shot at 2007-12-18
you can also use sculpt mode and the smooth brush option to smooth the loops out when you need to.
lukaz
12-19-2007, 08:45 PM
thanks freaky,
have removed the loops as you suggested. looks better ...
still not satisfied of the mouth but gonna leave it for now. gonna start
working on the coat.
thanks all!
regards,
lukaz
http://blender-imd.dreamhosters.com/luk/ed01.jpg
lukaz
01-23-2008, 09:51 PM
edgar grew a hand ... and another one ...
greets,,
lukazhttp://blender-imd.dreamhosters.com/luk/stuff/edgarhand.jpg
CoreyJAvitar
01-24-2008, 05:39 AM
Hey cool! I'm likin' it. Nice character design.
perhaps bring that bulge on hes hand down a bit? :)
just leave the knuckles a bit bulged. :)
lukaz
01-24-2008, 09:55 AM
well errr ... it isnt my design actually. i picked the model sheet up on the net some while ago. i think it is a less known disney character. decided to model it in blender as an excercise.
also done some tweaking on the hand ...
http://blender-imd.dreamhosters.com/luk/stuff/edgarhand00.jpg
looking better, i think. :)
lukaz
01-27-2008, 11:30 AM
variation on the hand
http://blender-imd.dreamhosters.com/luk/projects/WillemEnDeWolf/cgstuff/hand.jpg
lukaz
01-28-2008, 12:07 PM
trying to rig the hand, but the end bones arent attached to the rest of the armature allthough i have extruded them from the previous bones. is this the way it is supposed to be?
if not, how can i make them connected? thanks
http://blender-imd.dreamhosters.com/luk/projects/WillemEnDeWolf/cgstuff/handrig01.jpg
FreakyDude
01-29-2008, 10:37 AM
press the Con (connected) button next to the parent list.
Mordachai
01-29-2008, 11:09 AM
You can use parenting too:
Select the child bone;
Shift select the parent bone;
hit CTRL+P >> Connected.
Mordachai
01-29-2008, 11:16 AM
double post, sorry...
lukaz
02-07-2008, 09:54 PM
got the hand working ... kind of ...
anyways a small update of edgar. http://blender-imd.dreamhosters.com/luk/stuff/edgar.jpg
ow ... problem with the eyes ...
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