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Old 03-24-2013, 05:37 PM   #1
Cush
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Smile Tony Stark

I am currently in the process of making a fully animated Tony Stark head using Robert Downey Jr's likeness for my friends Iron Man Animation Project so thought I'd start my own little thread.

Iron Man Animation Thread

These are just a few wips I thought I would post. The first is just a quick picture pushed through the model to check my proportions as I go



This second is my current progress. I've spend a total of around 10 hours on it so far and much more left to do. I'm still working on the eyes at the moment so decided to leave them out of this shot.

All the hair is made using Zbrush fibremesh and then imported into maya as geometry. This gives me more control with shaders and lighting than using hair plugins and also cheaper to render when applied to a skinned, animated mesh. I still need to swap out the eyebrow texture for some hair geometry, tweak all the skin texture, finish adding all the details, texture the ears, build the inside of the mouth and finish updating the topology in order to properly deform the wrinkles. Needless to say I will then have to rig the damn thing, but that shouldn't take too long.



This is just a snapshot of the fibremesh in maya



Be sure to check back for more progress

Thanks
 
Old 03-24-2013, 08:07 PM   #2
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Im totally blown away by how quick this model has come together. I've seen updated versions with eyes and it really does look amazing and there's still a load to do on it apparently! I've learnt a heap about what's possible in characters in cg and its great to watch! Can't wait to see it start getting rigged and implemented into the iron man animation
 
Old 03-24-2013, 08:12 PM   #3
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Haha cheers Ant
 
Old 03-24-2013, 09:46 PM   #4
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Thought I would do a little bit more tonight so I've just made the eyebrows and brought them into maya. I'll be really interested to see how they render out on the model. I'm thinking lots of tweaking is going to be necessary.

 
Old 03-25-2013, 11:22 AM   #5
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Wink

So did you outsource your first pass to hit the quality of your second version, knowing you, i can't imagine you did that yourself....
 
Old 03-25-2013, 03:34 PM   #6
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Just a quick update.

Ant passed me the Iron Man mesh so I roughly placed it around his head. As I previously mentioned, still lots to do though. Have to finish the skin textures, remove the eyebrows off the texture, finish his eyes and get the damn thing animating

Oh and do a bloody banged up version for after the crash.

 
Old 03-25-2013, 06:08 PM   #7
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Just you n me then Cush!

This is already looking so good and with you your prob not even halfway there! can't wait to see it when its rigged with blendshapes... Gonna rock
 
Old 03-26-2013, 12:06 PM   #8
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Another update. No huge changes. I just removed the eyebrow texture and tweaked a few things. Next job is clearly the ears, then the eyes. I need to stop avoiding them :P

 
Old 03-26-2013, 01:15 PM   #9
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Alright its really good stop talking about it
 
Old 03-26-2013, 09:10 PM   #10
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Haha could have expected a comment from you.

Anyway just a quick update with a first pass on the ears done and some tweaks to the hair.

 
Old 03-27-2013, 10:28 AM   #11
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Current wireframe uploaded for a friend. My next job is to improve the eyes and retop the face to model all the wrinkles in so I'll post a new wireframe once it's done.

 
Old 04-02-2013, 11:49 AM   #12
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WIP of Stark's arms for some re-renders of the in car shots.

Skin shader for the arms and just a blinn with a fresnel for the hairs on the arms to create so fake edge lighting.

Rigged up with Advanced Skel with a few blendshape modifiers to retain elbow and knuckle shapes.

 
Old 04-06-2013, 06:44 PM   #13
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No major updates, just finished the ears, reworked some textures and tweaked the eyes.

Still have to make the normal map and sculpt the wrinkles properly though

 
Old 04-08-2013, 12:59 AM   #14
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it's coming along nicely Cush. Nice hair.

does it deform or wave?
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Old 04-08-2013, 11:32 AM   #15
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Thanks for the reply.

fortunately there will be no dynamics on the hair in order to keep the cost down a bit, but it will be rigged up to move so it can interact properly with the helmet. This should hopefully provide enough movement in order to not break the illusion of realism.
 
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