Character - mouse

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  08 August 2003
Character - mouse




(using trueSpace 6.6)

This is a mouse I am creating for the same animation as the cat. It's a Subdivision Surfaces object and the control cage uses quads almost exclusively. The end of the nose and eyes are separate objects.

As with the cat I will be updating the images as I go along.

Any comments/suggestions?
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  08 August 2003
watch out with the triangles around the ears
 
  08 August 2003
Would it by any chance be possible for you to post additional images as you progress, not simply overwrite the first image? That way, we might see your progression, as well as read people's comments in the proper context. I read the cat thread, and I had very little idea what people were talking about since the first image I see is not what people are commenting on at all. It's difficult to learn from peoples' comments if I have no idea what it is they are seeing when they make those comments.

As for the mouse, can you post a smoother version of it? It's extremely jagged, especially around the ears. I'm also curious why you chose to make the nose a seperate object. Wouldn't that make your life a little more complicated, having one more object to worry about?

Also, in my opinion, the front teeth don't appear to be teeth. They look as though they are attached to his upper "lip" instead of inside his mouth.
 
  08 August 2003
Quote: watch out with the triangles around the ears
Well, there's really only two triangles around each ear in the control cage... Did you mean those?



Quote: Would it by any chance be possible for you to post additional images as you progress, not simply overwrite the first image?
Sure thing.

Quote: As for the mouse, can you post a smoother version of it? It's extremely jagged, especially around the ears. I'm also curious why you chose to make the nose a seperate object. Wouldn't that make your life a little more complicated, having one more object to worry about?

Also, in my opinion, the front teeth don't appear to be teeth. They look as though they are attached to his upper "lip" instead of inside his mouth.
I could add another SDS level (at the moment I'm at level 1 with smooth shading on) but I'm a bit hesitant to do so as it complicates the texturing process and the model is never going to be visible this up close anyway, so its unlikely it'd make a difference in the final piece.

I decided to keep the nose separate for modeling reasons. I figured it was easier to get this look by simply using a sphere primitive than trying to add it to the rest of the nose and fiddling with tension to get it to look like it does now. It won't make much of difference in animation because I can just attach it to the rig, or I can have it separately and have a really wobbly nose . I tend to do that with heads... makes it look a lot less rigid. For this I'll probably go for the rig, though...

I will try and fix the teeth.
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  08 August 2003



I've made some general improvements to the head... I fixed the teeth for example, added some faces and pulled them back a little and I've now also modeled the body. I'm going to try and do texturing tomorrow. The small image of the mouse gives an idea of the amount of detail that will be visible in the final anim, just to illustrate...
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  08 August 2003


I've done the surfacing now and am working on the rigging...
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  08 August 2003
Speaking of rigging, I just wonder how you'll dodge the problem of facial animation. From what I can see, you might have troubles with some facial morph targets, that require well defined eyebrows, like an angry expression.
I suggest you first define them better - make them lie on top of the eyeballs and not behind them.

Good luck! you're doing quite ok so far.
 
  08 August 2003
Interesting point. I was just starting to rig the head now so I'll see if I can adjust the brows a bit first. I wonder if it will be necessary though as not much detail will be visible on the mouse and he also isn't going to be angry in the animation. Still it could be useful for other expressions, so I'll have a look it.
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  01 January 2006
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