Deep short film


#10

Hi Vereigan

Thanks a lot for your comment. I’m glad you like what you see.
The design has undergone quite a bit of change, particularly in his face. I think for the better :slight_smile:

I will post some updates as soon as I am satisfied. Hopefully I can finish the model soon, so I can move on.


#11

Hey guys.
Stille working on it, but updates comes slowly.
I redid the face again, but this time I feel I have something usable.
I’ve done a lot of other stuff that might not be evident here.
The entire character is Uv’ed and I’ve done a lot of sculpting tests for both his face (wrinkles) and hair, so I know how to get that part working. Now it is just a matter of spending some time actually doing the final sculpt/paint.
I’ve also worked on other parts of the film that I can’t share atm.

Let me know what you think:

Hopefully I can start rigging fairly soon, and then maybe leave final detail sculpt and painting for later, or when I need a rigging/animation break :slight_smile:
I really aim for animating most of the short within this next school year (within a year from now).
Should be possible, even with my slow working rate.


#12

Alright, time for an update.
I finally got to a place where he is unwrapped, base textures are painted, the most important stuff is sculpted and the normal maps works fine i render.
I sliced him up and linked him to the rig, so I could do some posetests.
The actual mesh is still not bound and I need some other stuff finished as well, such as facial rigging.

I’ve started prop modeling, and things are moving along fine :slight_smile:

For now, here is a pic of him posed.
I can post some renders later with him and some base props, if it would be in any interest.


#13

Yeah! I’d like to see a render with some props. :slight_smile:

I like the newer look for his head, he has a bit of a toothless look about him now which fits his age nicely. (dont know if you are planning some teeth, but just the way it strikes me…)

The pose you posted is looking good too, all the age cues are there, the bent spine and the bow legs. Good stuff!

All compliments today hehe, I’ll try and be a bit more constructive when I can, but not much to pick on in this update. :slight_smile:


#14

Thanks!
I’m glad you like it.

I will post some prop and character renders during the weekend, hopefully.
I’m trying out modeling some of the big details in the meshes, that I previously tried out with normal maps, so that is where I am now. I can post some renders later.


#15

I looks very nice christoffer :slight_smile: Keep it up.


#16

You do look very nice, Dennis! :smiley:


#17

Okay here are a few renders put together.
Like I wrote before, I’m trying to model some of the details that I previously used normal map for, into the mesh for greater control, and so far I think it is working out fine.
Anyways, here is the character, plus a few of his most dearest possessions :slight_smile:


#18

haha :smiley: Small spelling error.

Can i see a wire of the character?

The props are looking nice, did you use reference for the boat? Because I am not entirely sure on if the planks bend that way in the front. I would probably make it more smooth between the planks in the front.

ref:

http://intheboatshed.net/2009/03/18/why-use-wood-to-build-boats/


#19

The head wire:

Here is the latest prop I’ve been building.
His toolbox for all his stuff.

@Dennis:
I did look at reference when I designed it, though I tried to simplefy it.
I’m not sure I see what you mean with your critic though. Perhaps you could elaborate?


#20

I hope this makes it a bit more clear:

It is a small thing and it might just be my personal preference that i like the other solution better :slight_smile: I Do not know a whole lot about ships, so i actually don’t know if ships are made the way you did it.


#21

Thanks Dennis!
That makes perfect sense, sorry for being a bit slow.
I’m not sure if I’m gonna change it, but it is definately noted down :slight_smile:

I’ve lately spend some time tracking the production pretty closely as I found my self completely unaware of how far I actually were.
So here is a small chart for anyone interested. Of course it is a rough estimate, but it’s faily thight.

Man (main character) 85%
second main character 50%
Boat 85%
Lantern 90%
Tool box 80%
Fishing rod 85%
Spinner 100%
Boat bridge 100%
Land site at bridge 50%
bag 10%
Bucket 50%
Fish 0%

So it’s going pretty good I think.
The 2d animatic is pretty thight, so 3d animatic is more gonna be refinement and camera animation than coming up with staging and storytelling.

On another note, if finished uv’ing the tool box, and I’m telling you that was tedious! But it’s done and I like the result (as much as one can like a uv layout)

Cheers


#22

Did you use automatic mapping for it?

Its is really easy to use, and afterwards you just sew the egdes together.

Anyway it is looking good :slight_smile: Is there a update soon?


#23

Hi Dennis.
I used automatic mapping a bit, but sometimes I found it better to do it the tedious way of planar mapping.

I’m rigging the character from start right now and it’s going alright.
An update on the progress would look somewhat like this:

Man (main character) 95%
second main character 65%
Boat 100%
Lantern 95%
Tool box 100%
Fishing rod 95%
Spinner 100%
Boat bridge 100%
Land site at bridge 100%
bag 90%
Bucket 100%
Fish 80%

It’s mainly rigging I need. And a bit of texture :slight_smile:


#24

Hi doffer
very nice job
do you need any on to help you ?
I use
3ds max
mud box
also i can help you a little bit in animation .
my web site
my channel


#25

Hi :slight_smile:
Thank you for your comment!
So far I try to do everything myself and critic from great friend.
But it is nice to have a backup :wink:

Cheers


#26

Hi guys.
Not a crazy visual update here, but just wanted to let you know that I finished the rigging on my main character.
At least version 01.
I will need to take it for a spin, maybe try and do a walk cycle and a facial expression change, to test both the rig and the weights that’s painted rather quickly.
Anyways, here is a screencap.
I still need to hide and luck stuff that is not supposed to be used and divide him into groups so I kan easily hide and unhide parts of his geometry when I want to focus on something specific.
Anyways, hope you like it :slight_smile:


#27

Wow the character looks great now, I’m always looking forward to seeing more quality short films! Good luck!


#28

What do you mean by automatic mapping?

Unwraping models is always a pain for me, if there is a simpler way to do it I would like to know!

PS: Check out my thread in my sig


#29

Comar93

Thanks!
I’m glad you like it.

Automatic mapping is pretty good for non-organic shapes such as boxes, cylinders and stuff like that.
I find it a little hard to control, when I want to be specific about which edges it cuts - on some level I could just not care, but on the other hand, I find it easer to sew together afterwards, when I know exactly how it’s cut up.
To my experience, when you have a small bevel for instance it can be a bit funky in its cutting which again makes it a little harder to sew together - but hey I’m just an animator fiddling around with cg stuff - I might just use it the wrong way! :smiley: