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View Full Version : character:Massive(hulking humanoid)


mattcioffi
06-12-2003, 05:08 AM
hi - building a short demo anim with this and one other character. looking for a fresh perspective - impressions.

higher rez image:http://www.mattcioffi.com/img/massive2.jpg

massive anim test: http://www.mattcioffi.com/media/massive.mov

go here for other pix and flix www.mattcioffi.com

http://www.mattcioffi.com/img/massive.jpg


thanks
Matt Cioffi

Otos
06-12-2003, 08:12 AM
WOOHOO GREAT CHARACTER!!

Nice textures and very nice modelling!

Can you show us a wire?

PS: Welcome to the forum:beer:

aenema
06-12-2003, 08:24 AM
great character, great concept! :thumbsup: the animation is very cool, hes the perfect Hulk counterpart!

sixtyten
06-12-2003, 08:39 AM
hmmmm.... looks suspiciously like the cave troll form lord of the rings.

Zixe
06-12-2003, 09:20 AM
Lol yah like a mix of cave troll and hulk!

Love the animation.:thumbsup:

l7d
06-12-2003, 10:59 AM
he looks a little constipated ;)
but seriously, awesome impersonation of the hulk, im going to see the movie on the weekend.

oh and textures in the animation seem too dark..

mattcioffi
06-12-2003, 01:30 PM
wow i can't believe the quick responses. this site is a exellent resource!

yes he's definitly cave troll like(i'm a huge fan). hence the "tip of the hat" with his equally unoriginal name "massive"(weta digital AI software). the three figers through it over the edge for me. i'm mostly in demo mode(not original art mode) working out my soup to nuts character modeling/ rigging/ animating. a "hulking" human is pretty hard to rig properly with "out of the box" software. so was thinking it's a good excercise. - i can get a pretty decent range of motion with him. (still not completely happy with the rig) also want to demo my ability to tell a story and the quintessential "hulking" character has always been a compelling one to me.

OK the cat is out of the bage: he is the love child of the she hulk and the cave troll.:applause:

iron undies definitly tend to constipate by the way.

i'll post a wire soon

PaxtonGerrish
06-12-2003, 01:52 PM
Hey I wouldnt worry about any cats getting out of bags.. its not like Weta digital or even JR Tolken Invented big ass troll dudes.. And Its not like The Hulk was the first big muscular hulking dude.. well maybe the first hulking green dude, but your dudes not green. So dont worry about it dude :D

heh heh... any way, my point is that everythings been done before, and Iv seen way less origonal dudes than your dude.........dude...

looks great to me.. i love the craters on his shoulders.. like hes a huge planet or somethin.. makes him seem totally masive, and I must say quite origonal.
word to ya troll.. he dope............ dude.. :D

mattcioffi
06-12-2003, 03:16 PM
Paxton -that's a good point there. - i didn't want to come out with that cuz i thought it would sound too defensive. another important aspect is "context". it all depends in what context you stick this guy. if he was in a medievel setting, and grunted and groaned alot --he's the cave troll with a new set of matching booties and undies. if he was on a spaceship and had an elequant speaking voice you might not be quick to dwell on the similarities. i could go on and on about this. it all depends on how the character fits into and drives the story.

ya the craters are sort of original -don't worry someone will steal the idea soon enough.

does any one else have comments on the animation? i'm mostly concerned about how folks feel about the deformation(the physiology) of the character. that's what bugs me most about other CG animation.

mattcioffi
06-12-2003, 03:28 PM
oops - i mean that's what bugs me most about CG animation in general. it's the hardest thing to get right. there are many examples of character rigging out there that i admire.

mattcioffi
06-13-2003, 12:57 AM
here's the screen shot of the wireframe. -maya sub-div surfaces

KolbyJukes
06-13-2003, 01:18 AM
pretty nice model!

Pretty dense mesh on the armor (cod piece, feet), is that really necessary? I'm not familiar with Maya sub-div surfaces, but that seems like overkill.

You could add a bit more definition/mesh detail on the musculature. The texture is nice, but seems more suited to a low poly model.

The animation reminds me of a scene from the Hulk Trailer.

-Kol.

lildragon
06-13-2003, 01:32 AM
I'm very impressed, I love the chest muscles as they tense up, I'm guessing displacements on this model? and if so why the high density in the boots? Also in the beginning the right shoulder (his right) does a very strange hop, and his biceps giggle to much in the right arm, also at the end his left shoulder does a slight hop as well. Overall it's a very nice test, I really really dig the tensing muscles in the chest as he flexes

Let's see a shot of the rig

keep going :thumbsup:

-lild

lildragon
06-13-2003, 01:37 AM
BTW edit your thread to see how I linked your pic. I deleted the attachment as it doesn't do justice for your work. Now it's plugged ;)

salud

mattcioffi
06-13-2003, 01:54 AM
thanx lil-dragon for the pic and the anim crit.

the non-skin elements are "mixed down"sub-div surfaces or raw poly data -they need to be fairly dense to avoid faceting. the skin geometry has enough muscularity for my taste. the textures could be work quite a bit more- but i'm not interested in burning the hours on it at this point. i got them to just good enough to define the overall shape and detail his LOD is for far shots.

yes i use displacement maps.:airguitar

rayz
06-13-2003, 02:03 AM
amaziong character..... and increadible animationm, and the texture is just very impressive. :beer:

MosaFacku
06-13-2003, 02:05 AM
i think that you should put in some sort of controlls to animate the actual geometry expanding and contracting where you use the displacement maps to animate the muscles. not saying that you have to make sure they contract or expand, just that they need to move somewhat to make it more convincing. right now, it looks like his chest is caving in, instead of tightening. same with the arms.

tyryan
06-13-2003, 02:18 AM
I love the textures...haven't seen the video yet (Dial Up) but I will when I get the chance..

Keep up the great work:thumbsup:

FreshFish
06-13-2003, 02:21 AM
:bounce:
A great reference for how muscles work when flexing, is Arnold Swarzenegger's Pumping Iron (i think its from 1979). You should be able to rent if from any video store. All the people are incredibly muscular, and they show their posing techniques, so you should be able to get a lot of reference from this movie. NO JOKE.

That Adrian Guy
06-13-2003, 02:39 AM
The mesh is so incredibly simplistic! The textures add a lot!

Clearly you did more than use standard vertext mapping on this badboy... right...???

PLEASE SHOW USE THE RIG = )

xasteycracker
06-13-2003, 02:47 AM
:drool: :drool: great work but i have one question how in the hell did this:
http://www.cgtalk.com/attachment.php?s=&postid=650061 turn in to this:http://www.mattcioffi.com/img/massive.jpg
soory for my stupid question but i don't kow a lot about texturing all i do is model. can you please tell me how you did this

BRUTICUS
06-13-2003, 02:58 AM
I sincerely hate you.



Love,
BRUTICUS

Lifthz
06-13-2003, 03:20 AM
WOAH! That's superb! I love it!:bounce:

dmthurman
06-13-2003, 03:39 AM
Very nice character..I agree with a couple of others on the texture, I'd like to know how you are doing that......I ran the animation about 1/2 dozen times, and you know, squat him down a bit more, slap a toilet under his butt, and it's a damn funny animation....I know, I know, it's a portfolio piece, probably wouldn't be good.....:D

izmal
06-13-2003, 03:59 AM
i really like the animation..muscle/textures..:buttrock:
keep up the good work mattcioffi:thumbsup:

hanzo
06-13-2003, 04:02 AM
xasteycracker: I think it was a heavy bump map and desplacement map Oo.

man that is a great char, excellent animation

!:thumbsup: :buttrock: :eek:

Larry_g1s
06-13-2003, 04:46 AM
Wow :eek: Nice ! ! ! I love raw power and strength. That's why can't wait to see the HULK ! ! ! He reminded me of it. Very nice job, the flexing was top notch.

theartspark
06-13-2003, 04:46 AM
Wow, Great character! The texturing is great, I'd also like to know how you did your texture. As for the animation, the jiggle on the right bicep is great and I love the tensing of the muscles when the character clenches. That's great! One thing is the lower body, it's a little stiff compared to the rest of the movement. Man, that's a great job overall. Keep up the good work!!!:beer:

cgjie
06-13-2003, 05:07 AM
cool work!the texture is also great!
:bounce:

mattcioffi
06-13-2003, 05:28 AM
about Displacement Maps: there's nothing really spectacularly technically different about the way i do my character's maps. massive could probably use a little bit more geometry to define his shape. but he's built for full body shots not close ups - so i'm cutting corners where i can. in my opinion this is definitly a style to develop if your intersted in it. it makes for much better deformations when you have a very simple cleanly flowing geometry --i see alot of modelers out there that make really dense detailed models that look funky when they animate. it's not that you can't "skin" a detailed model --it's just much much harder to do. i also think detail added with geometry typically looks stiff. i've been working on this style for more hours than i care to admit in my free time. it's more artistry than techy stuff. i'm still expirementing.

you need a clean model(poly or sub-div) with well made UVs -- paint grey scale disp map with a texture painting program -- render and enjoy.:applause::applause:

this dude has some pretty intense displacement map expirementing going on http://www.drone.org/ freakin cutting edge. :buttrock:

there's a mixed bag of reactions to the muscle flexion- let me know if you have any other thoughts. i'll post other anims as i develop further. thanx for all the feedback

Bullseye
06-13-2003, 06:14 AM
Awesome man........Totally inspiring

xasteycracker
06-13-2003, 06:20 AM
thanks mattcioffi for tell me you little secret. when i am able to deliver a clean mesh like your i will have to try this out

biffen
06-13-2003, 07:27 AM
Damn. I want to see the animation, but the link went dead. Any chance of mirror donor?

future14
06-13-2003, 09:13 AM
hey man.....tat's great man, i like especially the texture n the lighting.........incredible man....... good job man!!!:bounce: :bounce: :bounce:

Yoshua
06-13-2003, 09:16 AM
Amazing work.

I am very impressed, its hard to beleive how much detail and realism the Texture gives to a model.

I really love the animation as well, the movement seems very good and realistic. But Im no expert on animation sorry.

I have watched the movie over and over, Im gona have to download the rest of your work from your site now :) .

Thanks :applause:

CarlosA
06-13-2003, 09:38 AM
pretty cool man,
do you think you can give us some hints as how you got yor skin to work this well? are you working with influence objets (if you are could you post a pic of your rigg?), blend shapes, flex, etc.
its looking good man, i can't wait to see more.
keep it up.
lates,
Carlos.

Blackhorse
06-13-2003, 09:58 AM
oh that's awesome!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

however, could you think the texture is a little bit like the game texture??

like your model!

:applause:

cgjie
06-13-2003, 10:20 AM
ha ,I have watched the movie over and over too.

How did you make the muscle of chest ...
actual movement? just amazing!:bounce:
use blendshape?
ha ha my poor English

:cool:

deddy
06-13-2003, 10:38 AM
awesome....
really really cool
I've seen the mov.
how you did the weighting ? did you use influence obj or you use some script or just usual weight ?
I would really really appreciate it if you willing yo share

:D

hoochoochoochoo
06-13-2003, 10:49 AM
love the hands! really speak of bulk - behemoth whatever.

I may be out of date but watched the movie linked on page 1 of this thread so my crit of the muscles tightening and relaxing may be answered. I'd like to see real muscle movement and flex when he flexes. This is when he really just looks like a polygon-cage moving nicely.

Just my opinion - take or leave.

Jo B.
06-13-2003, 12:03 PM
I really dig the way you rig. :D
And this "simple" modelling and detailed texturing does it's best. the body deformations are, just like the textures, in a way cartoonish and I love that. Must be fun to animate.
Can you tell me how you made this cool shading? what is it? Looks like you textured with a focus on how the light should fall and turned the ambiance up a bit.
cool stuff!

greets,
jo

UnlikelyCorny
06-13-2003, 12:14 PM
Great anim, lovely muscelair movement and so much to learn from it as well, it must be christmas. :)

Laa-Yosh
06-13-2003, 01:11 PM
Oh yeah - the big question is, how you do the skinning for this character? Muscle simulation, pose based blend shapes, or something else? I'd love to learn about a nice and efficient way of skinning in Maya...

Pretty nice work BTW, although the violet/pink lighting is... well, a bit strange :)

onlooker
06-13-2003, 01:44 PM
This guy is great! You, and your character mattcioffi. Thanks for pointing out that web site. I thought he was alright when I first saw him, but now I think he's fabulous.

Even more so once I saw the animation.

Thanks for posting him.

Kid-Mesh
06-13-2003, 02:08 PM
Dude you are a freak... the model is awesome, great textures.

PaxtonGerrish
06-13-2003, 02:28 PM
oooooooo:eek:

just saw the animation which i missed before.. verry purdy

Invader Zim
06-13-2003, 03:21 PM
Great job! :thumbsup:

I really feel bad about criticizing your work, but I've noticed that the right biceps pops at the beginning of the animation. It kinda sticks to the shoulder and goes back where it belongs.
It makes the movement "unnatural".

You could also add more displacement animation for the neck and shoulder muscles, but that's just me.

Just for fun, how many hours have you spent on this animation?

Keep up the great work, man! :thumbsup:

mattcioffi
06-13-2003, 04:38 PM
hey Zim -- don't feel bad -- that's exactly where i noticed some problems. it's what i was wondering if other folks noticed. massive has a very large range of motion --i'm using morph targets with driven keys. i'm getting some cross talk between certain joints - some simple conditional scripting is inorder.

although i do like the pop in his bicep at the begining-- from my observation muscle tends to jiggle when loose and stiffen when contracted. ever see a body builder jiggle his quad then tighten it? <garth> makes me feel kinda funny</garth>

from sketch to rig - i've spent 40hrs on massive. everytime i make a character i try to expirement a little bit. that burns up hrs. i'm going for surrealism -somewhere between cartoony and realistic.

i've had much more sucess with my other characters using this approach. it's just massive, is well, massive and it's very challenging to keep his proportions right when animating:shrug:

i want to created another thread for another character cuz i got such great feedback here --what's the right edicate for this?

lazyphoton
06-13-2003, 05:16 PM
Great work, pretty impressive.
I would just point out that when you flex a muscle, besides the thightening effect (brillantly acheived) you have volume gain. The muscle defines itself and gets "bigger"...

Invader Zim
06-13-2003, 06:03 PM
-> i want to created another thread for another character

Cool! I'm looking forward to seeing your new stuff

RedFish
06-14-2003, 12:24 AM
Extremely good use of displacement maps and texturing, the difference between the animation and the wireframe shot is night and day. Good Job

corgalore
06-14-2003, 12:45 AM
Heya, nice model. Massive reminds me of a character from the Wildcats comic. One of the evil characters had the same crater-like skin. Very cool, though.

Adios,

CarlosA
06-14-2003, 04:07 AM
--i'm using morph targets with driven keys. i'm getting some cross talk between certain joints - some simple conditional scripting is inorder.

thats sound neat man, are you using the script to controll the amount of jiggle??
kind of like

if the angle joint Y is > X
(
jiggle amount = 1
)
if the angle of joint Y is < X then
(
jiggle amount = 0
)
cool man, thanks for your share of knoledge.

lates,
Los.

ivo D
06-14-2003, 08:21 AM
looks great!!..but after seeing the whire i got a little dissapointed..caus youy used displacement to probably to get the detail..

pitty you didnt model half of it first..

but great anyway

R3Koil
06-14-2003, 11:20 AM
Nothing like an original character, I really like it. Good work.:applause:

Greencheese
06-14-2003, 11:30 AM
Absolutely great work man!

mattcioffi
06-15-2003, 04:04 AM
Originally posted by CarlosA
thats sound neat man, are you using the script to controll the amount of jiggle??
kind of like

if the angle joint Y is > X
(
jiggle amount = 1
)
if the angle of joint Y is < X then
(
jiggle amount = 0
)
cool man, thanks for your share of knoledge.

lates,
Los.

that's a great idea. i haven't gotten into that much detail yet- or just keyframing the value might be good enough too.

thanks for all the great feedback.

i posted another thread check it out: http://www.cgtalk.com/showthread.php?s=&threadid=69608

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