HMC #20 - Aang, The Last Airbender


#8

Omnilight, psebesta, Intervain - Thanks guys, I’ll do my best. Intervain, you won’t be disappointed.

Lol, I know what you mean. My mind always runs about 1000% faster than my ability. I currently have no less than 20 ideas in my head that I would like to finish sometime in the future. Instead I keep entering these challenges where I actually get work done. What a “catch 22”. :smiley:

I’ll try to keep it simple for now. I’ll collect references tonight, I’m going to try and grab most of them from the finale. Which gives me a reason to rewatch the “Sozin’s comet” movie. Woohoo!


#9

Lol, well I didn’t mean to grab so many but by the time I got to the end I had 104 reference pics. Now to sift through them all.

Avatar Aang

Not all are so serious. :smiley: Not sure if I will attempt any pure cartoony faces such as the last one.


#10

lol i’d love to see that last one…

can’t wait to see some modeling progress…


#11

hey pal,

I hope you are doing fine :smiley: That’s a great looking anime, even though I’m an anime freak, tried once but nah… somehow felt different and bored :smiley:

Hope you find time for other characters as well, have fun :slight_smile:


#12

We’ll see Robo, we’ll see. :smiley:

The style is similar but its not an anime. That may have been the problem.


#13

I’ll try to keep the mesh light if possible.

I never sketched out a topology before but it makes good sense, everything is always easier to lay out on paper first. Having said that I’m not sure if these are something I can actually go by or if I’m just figuring how many points I’m going to use where.

The nose is still my trouble spot. That whole nasolabojabolo thing didn’t click for some reason as you can see in the sketch. I think I’ll just study some good ref while I’m making it.

Poly time!


#14

Scratch that light mesh stuff. Looks like if I want good deformation I’m going to need more geometry. I’m trying to not rely on ZBrush “fixing” everything as much as possible this time.

Started modeling and got sidetracked on surfacing and running some tests for the Avatar state. I like the result so far. So yeah, I’ll try to get more done tomorrow. :smiley:


#15

Sweet choice! The mouth shapes should be an interesting challenge all by themselves.

Looking forward to more!

Cheers!


#16

Thanks Razor. This is what I am not sure. For a 3D cartoon, do you need more loops around certain parts? What is needed to stretch the mouth, eyes etc. to those big exaggerated expressions?

If anyone knows a good reference for such information I’d greatly appreciate it. :thumbsup:


#17

Great choice of character to model! I really can’t wait to see how this turns out. I liked the show overall but the animation and expressiveness in it was really my favorite part! Good luck!


#18

Nice, this should be fun seeing the two sides of this character.


#19

Blah blah blah, talky talk, pretty pictures, GET TO THE MODELING.

:deal:


#20

Crayon, Airflow-Thank you thank you.

Just you wait you Swizzle you.

Wednesday is a game night but I still got some done, Woohoo. This is a very odd project. The mesh seems to be matching the reference but its almost like modeling an alien or Gollum. Huge eyes, tiny mouth, sparse features. It’s hard to tell what he’s supposed to look like. Guess I’m going to have to invent some facial features.


#21
     Not really! In my experience the fewer loops the better on cartoon-style characters, depending on how much creasing you want in certain areas. You do need a solid, well-placed minimum though to get the overall shapes and defs you are aiming for, so the model retains its look once subD-ed or approximated. A good idea is to do a concept sculpt first on a sculpting layout to get the look down and then figure out the needed loop flow during retopo. 2D to 3D can be very difficult to get right, especially Anime and its derivatives for some reason.
     Common practice is to use lattices to get the extreme deformations such as bulging eyes, extremely deformed mouths incl. teeth & gums etc. I dont know of a good, free, online ref, but there are two books out there that go into decent detail on how to do that: "Body Language" by Eric Allen & Kelly Murdock and "Stop Staring 2nd Ed" by Jason Osipa. Both focus on how to do this in Maya, but if you know your app well enough, the general principles should transfer easily.
     
     Hope this helps.
     
     Cheers!

#22

wah, book looks are interesting, I will going to check it out. ~ tks


#23

Yep, anime heads are difficult. I agree with TheRazorsEdge regarding the topology - less is more for cartoony people.


#24

Avatar seems like a bit of a mix between western animation and anime, at least to me. The characters don’t seem to have the rather chiseled, highly simplified features that a lot of anime seems to.

Anyway, here are a few possibilities and pointers on how you might be able to achieve what you’re going for, Wyatt:



#25

Cool work. Looking forward to more updates.


#26

Are you going to work more on this Wyatt?

-Rage


#27

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