View Full Version : Give them a hand, and they'll take the whole body...! =)
This is a body I'd like to get some crits on before I'll start rigging it. I never actually modelled a head so that might give some problems later on, but for now, I'll just focus on making a good rig.
The hand I posted earlier worked out pretty smoothly and I think it's time to really dive into this head first.
A couple of questions though...
I can't seem to mirror bone structures, does that mean you actually need to manually rig both sides seperatly?
What other ways of getting direct controll over wich parts move is there, besides restriction tags? (as they were already piling up on the hand, not to mention a complete body :hmm: )
Crits please...
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Anybody...?
Is it perfect or is it just that bad...? :hmm:
Artiztick
05-07-2003, 02:46 PM
Its pretty cool! Even the body has some character to it!
It looks very boxy though! try fix that
by the way, Dont expect replys till you get like 60 views on a thread....there seems to be allot of lurkers that dont contribute
Halogen
05-07-2003, 03:01 PM
i like the feet and the hands, but as Artiztick said, the body looks box like. Also, the pecs look a bit off, maybe make them a bit sharper and less droopy, i dont know, i dont have any reference pics lol. Anyway, its looking good :)
KINGOFPAIN
05-07-2003, 03:03 PM
i'm still a noob... so i really cant crit your work.. but from where i stand it looks good!.. n/j.:thumbsup:
Artiztick
05-07-2003, 04:25 PM
Also maybe you should scale down the hands a bit! They look huge, Bigger than his chest lol ;)
IanMJ
05-07-2003, 06:21 PM
I like the big hands. Kinda reminds me of Fred Flintstone.
Although naked...
Umm...
:hmm:
Wilson-3d
05-07-2003, 06:49 PM
About your questions. Are you using Mocha in V.8. The mirror bone works easy enough in it. Just be careful when you use it because when I did (this was V8.0 and it may of been fixed in 8.1 but I don't think so) it also mirrors the restriction tag which is good but they were not complete. It mirrors them but they are still referring to the other side of the body, The mirror bone feature is still quicker IMO then doing the other side. Also If you are using Mocha you can use Claude Bonet instead of restriction tags. This still causes claude bonet tags building up though.
If you are using v.7 or v.8 with out mocha I would look at the sticky on walk cycles at the top and check out how they set up their rigs for reference there are some in it using v.7.
HTH.
I think its really good if you are going for cartoony that is.
the only problem I can see if the chest see if you can make that a bit smoother.
Nice looking.
flingster
05-07-2003, 07:16 PM
thats cool...animated could look very funky.
no comments at all...only thing..is his knees (there hiding)...could be a problem...i like the short leg though...dunno how ya get round it though.
nice work..kirl..:buttrock:
Thanks all, I made quite a few subtle adjustments, mostly to body and feet. And I changed the material into a more cartoony kind of look... (my computer is having trouble so I had to re-do it about 3 times :annoyed: )
Yes, the hands are supposed to big too big, I was actually thinking the feet arre still too small... :shrug:
And yeah, the knees aren't really there, it's a chubby little fellow... But I don't want to add too much detail as I'm trying to keep it as low poly as possible.
I'll look into the walking cycle thread, see if they got some R7 bones in there...
Here is my subtly improved version. It's hard to lose the boxy look on the body without adding too much (unnecesary) detail...
Artiztick
05-07-2003, 09:19 PM
A yes! i think your right
try enlarging the feet! I think he will look pretty cool hehe
big ass feet are going to make one hell of awalk cycle.
think about it have you ever tried walking with diving/swimming fins on? its hard as hell.
think about animating that.
but I love the model, it has real character.
CybrHawg
05-08-2003, 02:28 AM
Reminds me of Tim Conway's character Dorf on Golf. I think it's the legs or lack thereof.
Now I just need to know if I can mirror bones... And how to keep the insane number of vertex weights down.
I looked through the walking cycle thread but there's not much info about that.
I think I'll just start and see what happens... :shrug:
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