View Full Version : case's head
golem 06-24-2003, 02:43 PM 1st post. hi u all.
this is the final version of a competed rigged character for a thesis discussion.
all done with 3dsmax 5 stardard renderer and photoshop for a 3' animation in 1024x557.
hope you like it.
golem.
p.s.
maybe i'll update new character in this same, so you can find all my puppets for the job.
since the 1st time i posted this, i added other 2 characters (and maybe i''l post another one) and a pair of backgrounds. now deadline is approaching and i'l like you all follow down all the thread and critique my work...
thanx and bye
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golem
06-24-2003, 04:40 PM
another of the same character
hey! feel free to say if dislike this comics stile... has been textured in order to obtain it!
Orbitronio
06-24-2003, 04:45 PM
Hello and welcome to the board. :wavey:
The character looks ver good. I really like the textures and bump map. Good job :thumbsup:
golem
06-25-2003, 10:42 AM
new rendering of the same
golem
06-25-2003, 10:44 AM
a "ssshhhttt" version of the concentrated man.
golem
06-25-2003, 10:46 AM
this is the forced wireframe of the prev. maybe somebody can find it interesting, maybe not...
golem
06-25-2003, 11:40 AM
hi men.
before posting new characters i'd like to read comments and suggestion about this 1st. any kinda questions are well accepted. maybe someone should like to see other rendering... just ask.
thanx
golem
golem
06-25-2003, 04:11 PM
mmm... seems nobody take care of this.
let's try again... does isabelle inspire anyone?
character n°2
golem
Marcinko
06-25-2003, 07:30 PM
Is this supposed to be a human? If so needs work on the ears.. there is no lobe or shape..The cheeks are too defined in the front of the face and a bit low..the nose is a tad long..and the jaw in not really defined.IMO.Maybe thats what your going for though..If he is human try some references...good start though,keep it up
-Marcinko-
"Imagination is more important than knowledge"-Albert Einstein-:thumbsup:
golem
06-27-2003, 09:52 AM
well. it is assumed to be a character. aud i really believe is more important than anything else.
i decided to have no reference and model no iperrealistic shapes cause i wanted a number of puppets i could tell a story with.
did u see "Q8"?
could you say the character's assumed to be human? i only think is a superbe job, able to transmitt you emotions.
go back and focus the lighting style, the walk and run cycles, the eyes...
or "the cathedral" is it assued to be human, well maybe it is, but the main character is the story, the man exploding into wooden column...
are we assumed to be human or just a caricature of them? who cares? whatta kind of feeling are we transmitting? you should try to remember Bill Fleming about his toons... i mean they're something that link human and cartoon, but they take advantage from this.
i know what i modeled, and i know is not realistic, but i remember that 1st time a friend saw n°1 sayd: "whatta hell? is him going to committe a murdering?"
anyway, thanx a lot, surely in next job i'll take more reference, but in this i need something different.
golem
golem
06-27-2003, 10:45 AM
character n°2.
i used her talking head in my own thesis video, introducing people in a new university lab (maybe i'll post some strange expressions she made). the body and the arm are recent job.
golem
golem
07-01-2003, 12:21 PM
another for isabelle
golem
07-01-2003, 12:22 PM
as before
golem
07-02-2003, 09:39 AM
mmm... never posted any kinda environment from the animation.
this is a frame of it. is postprocessed in order to make motion blur and DOF easier and quicker.
hope someone in there will spend a pair of word about it.
next time i'll cut in two and allow a better picture, bigger and less compressed.
golem
golem
07-02-2003, 09:42 AM
left slice
see in
http://www.cgtalk.com/attachment.php?s=&postid=689560
the complete image
golem
07-02-2003, 09:43 AM
and right slice
see in
http://www.cgtalk.com/attachment.php?s=&postid=689560
the complete image
golem
07-02-2003, 02:06 PM
this is a rendering of isabelle's mechanical arm. because i have so few time to develope a nice looknig painting, i'm obliged to use rapid procedural textures... sometimes they look nice, expecilly in bump and displacement channel, sometimes, they not.
as you can see i put no cables or wires in this cause they made lot of problems in quick cinematic, rapid movements, and there's no time to solve heavy IK, skinning or Xform with our deadlines.
hope you like it the same
golem
JHarford
07-02-2003, 07:04 PM
great work, wonder why no comments
all work looks good and detailed, my personal view im not keen on style but i can see how people could appreciate it. reminds my of nightmares.
golem
07-03-2003, 01:48 PM
hello everybody.
this is Bishop, 3th character.
still wip, so i'm waiting for replies and hard critiques.
in particular there's nothing i hate more than painted shave, and i'm seriously thinking to remove it. whatdo you think about?
well... i read better the rules of this forum and decided to post a shaded, wireframe and rendered version of the character. at the moment he misses sholuders and arms, but there's enought to see...
let's start with shaded model...
golem
golem
07-03-2003, 01:49 PM
...wireframe...
golem
07-03-2003, 01:51 PM
...rendered...
golem
07-03-2003, 01:53 PM
...and other profile...
golem
mattmos
07-03-2003, 02:18 PM
Like the work, though it's quite low poly - is it for game stuff? The characters have lots of.. er.. character, for want of a better word. The beard looks good though, especially for a painted one. Keep the beard! The colours are quite desaturated, and give it a nice edge.
golem
07-03-2003, 02:27 PM
Originally posted by mattmos
Like the work, though it's quite low poly - is it for game stuff? The characters have lots of.. er.. character, for want of a better word. The beard looks good though, especially for a painted one. Keep the beard! The colours are quite desaturated, and give it a nice edge.
thanx for your opinion about the fur, the 1st think i'll look for next job is a shave/haircut plugin for max!!!
no friend, is not low poly, but patch modeling. if u give a look at
http://www.cgtalk.com/attachment.php?s=&postid=676328
u will see how a patch looks like if i decide to reveal so called "interior edges"... so, assume this is the model, but subdivided 5 times more...
JHarford ===>
thanx a lot, i'll try to keep high quality in this job...
thanx u all
golem
golem
07-04-2003, 01:55 PM
time to go home and keep on working on the project.
next step: isabelle facing bishop.
deadline's approaching and at the moment have no useful comment...
what do you think about the part of the job i posted? is there a way i can improve it?
c'mon... i'll be happy to read your replies.
have a nice weekend (and spend some word for me!)
golem
JasonA
07-04-2003, 10:32 PM
Looks good so far, keep going with it
:thumbsup:
golem
07-07-2003, 12:11 PM
a complete, not rigged version of bishop
golem
07-07-2003, 12:12 PM
a complete rigged bishop
golem
07-07-2003, 12:16 PM
a frame of bishop i rendered, trying to fix some black little holes in the cloth. sometimes happens when you apply a displacement map to NURBS in 3dsmax.
any comment?
golem
golem
07-09-2003, 03:07 PM
why nobody gives me advices?
:(
golem
07-14-2003, 11:24 AM
news from this job:
today my friend made his discussion with the full video.
wow... i'm very very tired and i'd like to get a bed!
so i can consider this finished and before than i can i will post a new thread in finished work.
some rendering of the character models as toy from the video.
see you tomorrow friends!
golem
golem
07-15-2003, 12:07 PM
as promised, link on "finished work"
enjoy
http://www.cgtalk.com/showthread.php?s=&threadid=75785
golem
golem
07-18-2003, 11:11 AM
large image versions linked.
this is the party
http://us.f1.yahoofs.com/users/3f16d1e0_13ced/bc/rendering/__hr_comp.jpg?bctX6F_ARNLr0nXK
other rendering at
http://www.cgtalk.com/showthread.php?s=&threadid=75785
golem
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