View Full Version : Ogre*ish Character (+rig & animation[?])
Hello everybody. I am working on a big modeling & rigging project for my scholarly thesis.
It is pretty far right now and I would love to hear your critiques and ideas.
Check the current progress from
I will try to post updates to this thread too, so that you can easily see when I have updated.
I am going to fully rig and texture that character and then ultimately create a small animation or atleast an extended walk cycle.
Please post any ideas you have.
Thank you in advance!
04-12-2006, 08:09 PM
hey man i took a look at that link, it looks pretty good so far, have fun with teh PSD's ;). I'm sure it's worth it eventually, i like the character and waiting for animation :bounce:
Thanks Jelmer. I'll finish all the PSD's eventually. Just playing around with cloth. That's cool.
Well, this must have been a pretty self explanatory post because you don't have anything to say :D
Here are some quick links to video files from the project. The animation is bad, but these are just technical tests.
04-14-2006, 11:12 PM
great work, i hope to see some final animations soon. :)
04-15-2006, 06:32 AM
Oooooo, Nice detail. Lighting is spectacular. Maybe some weapons and a evil grin may add to the mood.
Hehe, no weapons, no grin. This chap is a trash truck driver. He will sport some kind of denim overalls.
His personality will be somewhat sheepish and passive. So, no big warriors this way.
After I get back home from my easter holidays, I will Paint the texture map for him in ZBrush and finalize the displacement map.
Allright, I am pretty much done on all fronts. I still need to create few morphs and mirror them, but the main body of the work is complete. Last weekend I spent doing nothing related to this project, so I need to pick up the speed again. I have decided to spent 7.5 hours per day at my job and not a second longer. Sometimes my hours slide and I am too tired to work on this model.. Here is the first ZBrush skin test I did for the upper body. I am going to paint it all over from the start again, this was just a learning draft. The final skin should be done before tomorrow morning :D
Heh, I doodled with the displacement map and refined it instead of painting the color map. Well, tomorrow then.
There are some artefacts in the mech of the model. (shoulders for example) I will get rid of them in due time.
04-19-2006, 10:12 PM
Kewl model! Great work on the face, looks aged and it has a lot of character.
I love the progression shots on your site. :thumbsup:
Click for the latest animation (http://www.jkemppainen.com/thesis.php?entry=38&anim=cloth_2#pic)
Just having a ball with the character and cloth simulations in maya.
The animation file is under 300kb QuickTime
Any comments are appreciated!
04-20-2006, 11:07 PM
The modelling is excellent but I think the skin texture could have a bit more detail added to it.
But looking good so far, keep working on it
There is no texture yet. But I will hopefully get it done this weekend.
Creating the texture in ZBrush is a bit tricky. First of all, ZBrush is awful. It is as usable as a beartrap as a scuba gear. Shame that it can provide some exxellent results. ZBrush shading is so much different from maya that having the shades stay the same in both apps is very tricky. Right now I am testing every single change I make to the texture in maya straight away to see what works and what doesn't work
Some updates on the texture side of things.
First pass of fur. I may add some loner strands here'n'there to make the fur a bit more animal like. Comments are apprecited.
The latest update:
A turnaround movie of the character. Next I will create his clothing for him.
the first draft of the overalls he'll be wearing.
The rating of this thread will soon be down to 2 stars. Thank you all for the support :D :D Can you also tell me why you do not like this so I can improve. Thanks.
I will hopefully get the cloth finished & textured early next week. Then I need to make it simulate weell with animations. At the moment it is not.
A bit better version of the cloth. Textures and stuff next
Animation tests proved that the cloth is still a bit buggy around the edges and when simulated. So, it definitely needs work.
Spent today trying to get the overalls done. Making the UV's for the cloth was insanely difficult, but once you learn it, it becomes rather easy. I did not spent too much time on the texture yet, but just applied a denim tile to it. I will also model a cloth cap for the character. He'll prolly be a Pit Stop worker with a wheelcart and some tools. Yah. After the clothes are created and textured I will finish the rest of the rigging: fingers & face. That means I should be finished with this model and rig this week! Then I will put my energy in a little animation with him.
The clothes will look dirty and stained and rugged once finished. And very desaturated, compared to the current placeholder texture.
The texture & shape of the overalls is now done, the dynamics still need more work, as the animation shows. The fur did some oddities in the last render, but I am going to redo the fur from scratch later on. The still render shows the fully finished garment. The animation included is awful, but again I had no reference for the movement. For the final animation, I will videograph proper reference material to get the animation right for once.
animation (html) (http://www.jkemppainen.com/thesis.php?entry=43&anim=cloth_4#pic)
animation (mov) (http://www.jkemppainen.com/mm/gallery/cloth_4.mov)
04-25-2006, 11:48 PM
funny char, reminds me of the hills have eyes, for whatever reason
I think its the overalls
Heh, that is a movie I am not going to see.
I widened the too thin shoulder straps and got the cloth physics to function rather well. Also, I worked on the skin tone & finally rigged the fingers. I removed the buggy fur (I broke it somehow). I am now nearly done. I just need to make some facial morph and controls for the fingers. Then, animation time!
Looks a bit gay but what the heck :D
04-26-2006, 11:51 PM
i must say that is awesome work.indeed i did not like concept .but in the view of 3D it is great work.here i have a question why did u make bones and muscles?is not the toplogic outer skin enough to do?.do the muscles help in animation?.how?.and fur needs more work.modelling&texturing&clothing are perfect.
Yes, I took the fur off and am completely redoing it.
The bones & myscles helped me to get the overall shape together quite easy. Also the bones were a huge help in the rigging of the model. The muscles are not used for animation at all, but were there to help with the modeling process.
Skin tone variations added and darkened the whole skin a bit. Thanks for the crits I recieved elsewhere.
Also changed the background to 50% grey for better viewing
04-27-2006, 09:51 AM
thank u for answering my noob question.imho it is enough modelling till here.in animation the focused parts in modelling and long long talks about the details will not be so important.the animating is the goal of these softwares.those r my opinion also.
Yep. I am almost done with the model and this saturday i will block out the 'final' animation with the character. Then I will polish it for few weeks more.
04-27-2006, 01:44 PM
Hey, THIS IS INSANE. I wonder why u dont have so many replies. I just dont use to navigate into many sub threads (coz I would never finish!) but when I saw this, just loved that reality approach ur trying out with this model. Im interested in the fact of putting muscles to it, does it have any relationship with deformations? if so, why do you need to weight maps there? also, I wonder if the functions of the bones, is just to place muscles, or do they have any aim about joint rigging? and at last, what method did u use for making the clothes?
Its gorgeous! keep it up. looking forward to see those updates
The bones give the body the starting point. Also when rigging, the bones tell me exactly where to place the joints. The weight maps on the muscles were done just in case I was going to use them for deformations after all. I didn't.
The clothes are done using mayas built-in cloth stitcher. I have mixed opinions about that tool. Carefully done photo texturing plays a big part.
Why so few replies? I do not know. Maybe people are expecting to see dragons, armors, axes and nudity.
Created the eyes and added the look direction blendshapes to the eyelids. Did not get too much done, I have been lazy, but the thing is already showing a lot of characher with those spanking new eyes of him. I like the new skin.
Eye rig (http://www.jkemppainen.com/mm/gallery/rig_10.mov)
04-29-2006, 09:36 PM
Hehehe, great work! Very funny too! Congrats!
A brief breather from setting stuff up. Modeling the props for animation. Here is the first piece, the wheelbarrel. I will also model a beercan and some tools.
04-30-2006, 02:39 PM
so funny walking.and animation is perfect done,gives feel of flesh and bones together, 5 stars.pls do not take it wrong but as someone told before he seems a bit gay:).indeed did u make the facial animation?.talking like.?.
hey man, your character is very nice. In the walking cycle the upper part of the body looks very natural and fleshy but the legs seem very stiff, and the feet too. Other than that, awesome work so far.
I never thought of this as a gay character, so he is a straight guy, but just looks very gay :D
I have not yet started on the facial animations, but I am planning to do some for the final animation.
I will see how I can make the legs look more natural. I am really not an animator and I have done only 3 walkcycle animations in my life before this one. And they all looked horrible!
Thanks for the comments!
Nice rig! The extreme attention you paid to the underlying structure of this guy really shows. Seems like you're moving in the right direction with the walk cycle, although the head bob and shoulder movements are still too extreme. The feet are looking good. I will definitely keep checking this thread!
A huge render. I am still going to add some detail to the skin and some bodyhair.
Comments and crits are mostly welcome, anything helps.
05-01-2006, 08:28 PM
Looks great, just hope he won't be dancing on your animations... kinda tired of big creatures doing some ghey dances to some nasty music.
The pose looks really good, but I think the right foot is a little exaggerated. His toes come up a bit high and it makes him seem really tense, I would just bring them down some to fit better with his relaxed type mood. Also, there is a small collision problem on his right shoulder strap, towards the back part. Other than that, everything looks nice :applause:
05-01-2006, 09:16 PM
Theres a lot of character in this guys face I like it. Are you using muscle tK for the rigging?
He will never dance, I hope. Atleast not well.
I am not using any muscle simulations in this character. Just PSDs.
05-02-2006, 10:45 PM
the turning camera around char with his funny moves is just a simple movie.imho to make a bit complex animations like jumping, fighting moves,eating with spoon ,playing instrument etc etc. will show the high quality of your work. i see that u r making this char for the CG university or education for ur thesis job and so my expectations becomen higher of u.
I am working on one bit more complex movie. Because I haven't done 3D animation, it takes time. But I will try.
A new render of the walk. The cloth is buggy, but I am on it :D
Walk 3.mov (http://www.jkemppainen.com/mm/gallery/walk_3.mov) (looping version (http://www.jkemppainen.com/thesis.php?entry=50&anim=walk_3#pic) - scroll to the end of the document)
Now I am working on some props for the animation. Modeling & texturing at high speed. I will propably have the finished wheelbarrel to show in a couple of hours.
Awesome model, dude!
Begun creating the animation. Filmed myself goofing around with a beer bottle and am now making my character do the same. At first. I will run trough the animation with this simple blocking out the basic movements pass. After I have done this, I will add more detail in passes until I am happy with the results. If you see some odd use od the control curves, that is because i have no idea how to use them. The fact that Imade the rig doesn't mean I can use it! RIght now I am going at 25 seconds, and the final animation will be about 50 seconds long. After blocking out this 25 seconds, I can see that animating stuff may not be so awful after all. I may even learn it! In that animation I have not yet touched the back, so the character is very rigid.
Comments can make a difference if given now :D I am in a hurry to complete this thing :D :D
The video files together make the final animation. The camera angles are not like that. it will be one continuous shot. In the very end I will duplicate the walking loop from the beginning.
Put some more work in the animation
It is still war from finished.
This is my first animation at this scale and my third animation in maya ever (first one was the walk loop I did with this same character) so I as a major noob all comments are appreciated.
Animation progress moved to:
05-06-2006, 08:26 PM
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