View Full Version : Morph problem (Kretin, please read)
07 July 2003, 11:39 PM
Hi folks !
Here is my question : I am making a cartoon seagull and i am currently working on the feather of the wings using Kretin's method (http://www.cgtalk.com/showthread.php?threadid=41699).
I made all the feathers right aligned and all of the same size and i construct the wing as a morph target of the object.
Everything goes well except that when i transform the feathers in layout using the morph mixer, the objects are strongly distorted :
If i freeze the feather layer there is no distortion and i am pretty pleased with the result :
Is there a way to keep the subpatched feathers deformed (without distortion) avoiding freezing them ?
Thanks in advance for your help.
07 July 2003, 11:59 PM
It may be a no brainer, but it almost looks like you don't have the object's subdivision order set to "last" or "after deformation".
07 July 2003, 12:01 AM
Thank you so much, I am the "no brained"... :surprised
07 July 2003, 12:12 AM
Philours, first let me say, Great design :) He's So cute...
Glad you sorted the problem.
Now, make sure before you start rigging, that you copy the feathers morph target to your base object...
07 July 2003, 12:39 AM
Would you say that i have to save the transformed object from layout to modeler or that i have to copy the feathers in the same layer than the body ?
I'm not sure of well understanding...(probably my crappy english... :blush: )
07 July 2003, 12:52 AM
You could save transformed from Layout, making sure your SubD level is set to 0.
Or in Modeler, on your base feathers, do an "Apply Morph" and choose the correctly positioned morph.
Before you do that though, make sure the feathers:
a) have all their UVs, if any
b) have all their global weights, if any
c) are the correct thickness (if they're solid rather than just planes)
Global weights could include weights for texturing, or group deformation, eg. I have a weight on my feathers for wind ruffling which is the same for all the feathers.
Bone weights you'd create after you've positioned them...
07 July 2003, 12:58 AM
Thanks for the advices !
07 July 2003, 01:05 AM
And here is a new version with 2 wings (upgrade ;) ).
07 July 2003, 01:38 AM
Finally i prefer it with smaller wings (much more cute), so here is the "little wing" version :
07 July 2003, 01:45 AM
Here's a tip, rig the smaller winged version, then stretch the base wing bone/s to elongate or shorten them during animation :thumbsup:
07 July 2003, 01:59 AM
Thanks for the tip Kretin.
Here is another version with a lighter texture for the body which looks better in the cartoon way.
Let me know what you think :
07 July 2003, 04:20 AM
Here is the last update for today (got to go to bed ;) ) :
I've reworked the nostrils for them to be less intrusive regardings to the eyes (also added an iris color to the eyes) :
07 July 2003, 05:08 AM
Nice work :)
I like the new nostrils alot better.
I think a little bit of texture would be good though, perhaps halfway between the first and last versions?
07 July 2003, 01:16 PM
Yes. I'll try that.
Anyway i have to work on the feathers textures, i'll do the body at the same time.
Here is another version :
07 July 2003, 11:19 PM
Okay, here is an update where i tweaked a bit the collar, i've reworked the feather's texture and added a vertex color map for the tail and some part of the body.
Please, let me know what you think should be improved yet.
07 July 2003, 11:23 PM
Mine...hehe great work man...love the toon/realism style you got going here...nice work...can't wait to see the wings animated....:thumbsup:
07 July 2003, 11:33 PM
Thanks Remi. :beer:
I'll try to follow the best i'll can Kretin's tutorial, probably need some help of you guy though if you don't mind... :blush:
07 July 2003, 11:43 PM
Feather textures are looking great :)
I'd make the "feathers" at the base of his collar a fair bit larger...
07 July 2003, 12:08 AM
Looks very cool!
The texture on the feet looks too much like a wood or marble procediral texture. I'm not saying it is it just bugs me a little. :)
07 July 2003, 01:10 AM
Kvaalen, you are right !
So here is an update with more work on it.
I've left the collar as is after trying enlarge the feathers it breaks the visual coherence (may try another settings tomorrow :) ).
I've worked also on the vertex color map to add some depth here and there, and i also added feathers on the top of his head.
07 July 2003, 01:30 AM
Feet are looking great :)
About the collar feathers, perhaps you could make them fade a little towards the edges, so they blend in a little more?
07 July 2003, 06:04 PM
Love the model and the character !
Only comment - from a character sulptor's perspective the only thing that really bugs me is the flat spot betwene the eyes - I'd like to see a version with a "slightly curved outward" form filling in the space and intersecting the beak. Maby a little more form under the eyes as well. Strictly minor comments, take em' or leave em'. :cool:
07 July 2003, 06:30 PM
Ok, here is an update with a more "subtle" collar. I also reworked the eyes as the shape of the beak.
07 July 2003, 06:38 PM
That was fast ! Awesome. Love it.
07 July 2003, 06:50 PM
I'd love to see a wireframe :)
07 July 2003, 07:43 PM
Here it is :
07 July 2003, 11:49 PM
Great work. Very clean looking modelling. Hope to see some animation soon:)
07 July 2003, 01:23 AM
Thank you jjburton, i'm sorry to say that you wont see some animation so soon cause i still have a lot of modeling work on other characters for the same project. Be sure that i'll post here regularly !
Anway, here is the last update for today, i've reworked the eyes (which looks better now) and the front of the wings to hide the feathers seams.
01 January 2006, 02:00 PM
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