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View Full Version : Concept SMC 4 (12.1.2010 to 1.1.2011)


MSus
12-02-2010, 06:41 PM
Hello,

a new concept for December. A bit different for this one. Here's the link (http://www.nickfabin.com/) for the authors website.

http://www.nickfabin.com/uploads/large%5CModelSheet1.jpg



Time limit is 5 hours. As before shading, texturing and lightning are not included in the time limit and are optional. So you can spend as much as time on them as you want.

Please post your WIPs, problems, comments about your or others workflow in this thread.

Have fun modelling!

Maskimus
12-02-2010, 09:32 PM
reminds me of 9 (the movie), might give this a bash if i can find time as I'm not so good with characters :)

whom
12-02-2010, 09:33 PM
haha awesome, ah maan MSus you're cracking me up. :) The Korn album "Issues" comes to my mind, at least the scandinavian release which had a doll like that on the cover.
Gonna be awesome to try to portray this one, hopefully have some time next week.

whom
12-02-2010, 09:34 PM
Maskimus, yea that's right, that was a cool movie. :)

IRAFK
12-03-2010, 04:59 AM
Nice concept. I like Nick's style. It's similar to my drawing style. Makes me feel a little better about my ability.


Question: When a character sheet don't line up perfectly, what do you guys do with reference art? Do you take it into Photoshop and try to stretch it out to match a little better and then bring them into your 3d app. Or do you just tough it out.

Lately I've found myself in a hole, depression. I look for any excuse not to work. How do I get over this?

MSus
12-03-2010, 12:23 PM
hehe, I was thinking that we were doing too much hard surface stuff and not enough organic. So I'm glad you like it :)


Nice concept. I like Nick's style. It's similar to my drawing style. Makes me feel a little better about my ability.


Question: When a character sheet don't line up perfectly, what do you guys do with reference art? Do you take it into Photoshop and try to stretch it out to match a little better and then bring them into your 3d app. Or do you just tough it out.

Lately I've found myself in a hole, depression. I look for any excuse not to work. How do I get over this?

Depends. For this reference I would leave it as that. It's pretty simple, so it won't pose any difficulties (hopefully).

For "curing" depression, I set myself little challenges, that I can finish really really fast (30 minutes or so). By doing this, I get a bit of practice in, and a boost to my self confidence (Oh look, how awesome am I, I just modelled a teapot! Yey :)).

whom
12-04-2010, 08:14 PM
Had to make a test model.

1 hour
http://i55.tinypic.com/2r5at88.jpg

Maskimus
12-04-2010, 11:25 PM
Had to make a test model.

1 hour

wow you smashed it in 1hour
n1

crit : top of his chest looks abit small, also his belly.

whom
12-05-2010, 03:17 PM
Yea you're right with his anatomy. I think there's more detail to be added if one follows the concept though; threads and stuff, also the buttons....
Gonna add to it later this week. :wise: <----wise? lol

PinkyandBrain
12-06-2010, 05:37 PM
Here's my first WIP @ 45mins

http://img827.imageshack.us/img827/2641/wip1w.jpg

MSus
12-10-2010, 08:16 PM
Ok, I found some time to do some modelling. About 50 minutes in. First rough. Need to change the topology a bit and do some tweaking on the overall shape.

http://img26.imageshack.us/img26/3484/gfgq.jpg (http://img26.imageshack.us/i/gfgq.jpg/)


http://img828.imageshack.us/img828/6894/qwerm.jpg (http://img828.imageshack.us/i/qwerm.jpg/)

PinkyandBrain
12-10-2010, 10:45 PM
Funny to see how similar our first WIPs are Msus

=)

Good Start

Digitool
12-20-2010, 08:44 PM
I've been real busy with work, but MAN I'm going to have to try and get in on this guy, it just looks like simply too much fun!


I hope to get in on this one!!

gdsworld
12-25-2010, 07:12 PM
I'm back guys, spent 2 hours on this. Modelled the base mesh in max, took it to zbrush where I did the rest.

Not too proud of it but what more do you expect from a Christmas day. Hope you having fun guys.
http://img143.imageshack.us/img143/3186/yarnbabymodelsheet.jpg

bradon
01-02-2011, 05:05 AM
opp I only saw this forum today but I'd like to give it a shot. even if you guys close the forum Im still gonna try. will post updates as I go. Ill try to get done my monday or so.. see how it goes.

bradon
01-02-2011, 06:50 AM
So about 1 hour 20 min so far. def not as fast as some. but I wanted to stay extra close to the provided character sheet. some others seems a bit off so far.

one big question I have is the res on the hands. Because I try to keep things at 8 divisions for arms and fingers, when I smooth out one more level on the base mesh the hands will go up to 16. so maybe I should have blocked the fingers with only 6 divisions? you can see that the extra edgeloops terminate around the wrist creating the diamond polys in the arms.

Thoughts Comments?


Msus can you please post wires.

bradon
01-02-2011, 10:28 PM
I went back to fingers with 6 divisions on them. it makes them a bit flat, but I think thats ok, and it gets rid of the weird diamond in the wrist area. The whole base mesh I need to subdivide one more time to get the definition in the peck muscles.

I left the needle going thought the front cause I thought it looked cool. I can probably dangle some yarn off that in the front. Each button is unique.

I'm not sure what strategy I'll use to get a good 'yarn' look. I was going to try to bring in the mesh into Houdini to try to procedurally draw curves around the body but im not sure exactly how to do that yet.

My fallback will be to sculp in mudbox, but the strands might not feel loose enough or to hang down. I could combine with a few pieces of hand places.

Time: were at about 2.5 hours now, not much time left Ill have to hustle it.

bradon
01-03-2011, 01:11 AM
got all the rest of the details in there. Clocking in at about 4 hours now so I'm going to have to hurry to get the string in there.

DaveMcMahon
01-04-2011, 03:57 AM
Nice work bradon! I think you've done a fantastic job

bradon
01-05-2011, 12:56 AM
Well I did figure out a procedural way to drive the string around the mesh. here is the progress so far. Ill have to do it in several strings because It uses a projection method that only allows me to make one limb at a time. but i think all and all im very satisfied with the process. Ill try to finish up in the next day or so.

unfortunately my quota is up so ill have to post external link.

http://i245.photobucket.com/albums/gg54/bradonwebb/StringImage.jpg


http://i245.photobucket.com/albums/gg54/bradonwebb/StringImage.jpg

IRAFK
01-05-2011, 02:37 AM
Well I did figure out a procedural way to drive the string around the mesh. here is the progress so far. Ill have to do it in several strings because It uses a projection method that only allows me to make one limb at a time. but i think all and all im very satisfied with the process. Ill try to finish up in the next day or so.

unfortunately my quota is up so ill have to post external link.

http://i245.photobucket.com/albums/gg54/bradonwebb/StringImage.jpg


http://i245.photobucket.com/albums/gg54/bradonwebb/StringImage.jpg

Please share your method with the class :P

bradon
01-05-2011, 04:39 AM
well here I am at the 5 hour mark. I didn't quite get it finished I'm going to go ahead and finish it up even still, I just wanted to honor the original rules and show everyone where I got in the allowed time. mostly its done.. i could carry the string all the way around but i kind of like seeing some bare parts. still could use a few hand places swining loose strings.

http://i245.photobucket.com/albums/gg54/bradonwebb/stringMan_5hr.jpg

Ill follow up with some more info about how all the winding was done.

DaveMcMahon
01-05-2011, 06:14 AM
Please share your method with the class :P

Yeah, Im intrigued by this approach

DaveMcMahon
01-05-2011, 06:37 AM
At first I thought you used the make live option and extruded along a curve, but when I tried that idea it was both tedious and way to heavy on the polys..I gotta know how you did this! :applause:

bradon
01-05-2011, 03:39 PM
polished up a bit. still want to do the rendering and add some textures.

http://i245.photobucket.com/albums/gg54/bradonwebb/Picture40.png
http://i245.photobucket.com/albums/gg54/bradonwebb/Picture38.png
http://i245.photobucket.com/albums/gg54/bradonwebb/Picture37.png
http://i245.photobucket.com/albums/gg54/bradonwebb/Picture36.png
http://i245.photobucket.com/albums/gg54/bradonwebb/Picture35.png

Ill follow up with some more detail info about how this was made.

bradon
01-09-2011, 02:16 AM
http://i245.photobucket.com/albums/gg54/bradonwebb/Process.jpg
http://i245.photobucket.com/albums/gg54/bradonwebb/Process.jpg

http://i245.photobucket.com/albums/gg54/bradonwebb/NodesNotes.jpg
http://i245.photobucket.com/albums/gg54/bradonwebb/NodesNotes.jpg

I modeled the base meshes with polygon modeling more or less the traditional way in Maya. Once I was happy with the mesh I imported that into houdini to work some magic.

1. First I created a nurbs shape around the leg. (create single curve like a bone or skeleton, loft a circle along the curve)

2.Then I drew a spiral path around the shape. (draw a line use Creep SOP to spiral up the nurbs surface, using CHOPS to define the point normals on the spiral, this helps tell which direction they will project in the next step)

3. I projected the spiral path onto the polygon geometry (using the Ray SOP). This is more or less the main advantage to using houdini is you can project curves onto polygons or nurbs. added with the fact that I could update the base mesh at any time and could swap out the mesh and all the curves would project just the same. Houdini has a better history chain to allow swap objects easier.

4.add a bit of noise to the curve (mountain SOP and Bulge SOP)

5. extrude a circle along the path.

I hand placed a few bulge deformers in the areas around the needle so that they would spread out a bit as if the needle pushed them. Once I had the leg done, I duplicated the whole network and adjusted the initial skeleton curve to be an arm or body position. all and all I used 5 projected curves.

You could more or less do something similar in Maya however once you try to project your spiral curve onto the mesh step 3. you would be scratching your head to figure out how to do that. If i was really hardcore I would model with nurbs patches in maya, that way I could project the curves onto the nurbs surface. Fortunately we don't have that limitation in houdini :) What is great is now that I have the system I could more or less pop in any character and 'stringify' it.

I would still like to follow up and hand place a few loosely slack strings across the body and legs. and of course render!

IRAFK
01-09-2011, 04:09 AM
Oh, I see. Similar to Grasshopper in Rhino. Nice!

whom
01-09-2011, 11:03 PM
MSus, Any ideas for the next session? You still around?


Btw I didn't get to finish this one, been looking into logic and some smoke settings lately.


..

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