Overall I like him. I think the claws give him great character. Something seems odd about his ears though. I think they need to be rotated forward but I am no squirrell expert.
reworked squirrel
Ooh!
I have already gone back to the drawing-board.!
Maybe I’ll post some of the drawing studies and get feedback BEFORE I start modelling. I had a play with the modelling tools and there’s some fab new tweaks that really make the decision to upgrade from version 8.5 worthwhile.
For me, bigger steps (though small to some) than even the fur itself.
have to confess I haven’t had much time but having gone back to square 1 here’s two alternatives.

very fox-like to me so far…
and this one

Still feel a million miles away for these two.
Are you thinking of using v11 hair? Could be very neat…
Otherwise, I think he looks good. Some wireframes would help if you need help sorting out those problem areas you mentioned…
Nice drawings Alf. I must say though that I prefer the model concept. The model looks more Ice Age in tone(huh?) whereas the new sketch looks more … Disney? He looks tougher and more sly in the model.
Now, disregard these thoughts if that is what you’re looking for. Either way I really dig the sketches. Esp the second one.
I like the second sketch as well…looks like you’re plotting the wireframe already. Good idea.
Kevin
pdaley - yes, this character is designed to use the v11 hair features right form the start. However, I have a suspicion about using Shag as I’m still not sure Randy Crouchers comment on the AM Forum wasn’t a tip…
ModernHorse - Ice Age was something I worried about but inspired the first model. I didn’t want to try competing on Animation terms with the Ice Age Squirrel but by trying NOT to make him look like skrit, something reminds me too of him.
Does that make sense?
Tough and Sly is definitely something I was trying to capture!
Kevin Sanderson - I usually try drawing the wireframe into sketches but I never obey my own drawings… If I’m trying to work properly and force myself to take the time, I’ll make a plasticene model and draw the splines onto that. I usually obey those lines…
I tried more sketches and accidentaly produced a great design for a mouse which will be in a different WIP thread but here’s the latest versions. I’m beginning to feel inspired to mould clay or plasticene very soon…


I dig the mouse, tho maybe the ears should be bigger in relation to the size of the head. Now the proportions appear a bit cat-like. But, thats me.
Now get modeling !
Hi! 
I’ve made a start on modelling and I may have to use Porcelain.mat in this model in one or two tiny areas.
I’ve never used Porcelain.mat before so any tips and hints would be great
- does it work on normal patches?
- does it work where I have 5 point patches (trying to keep them in flat areas but not always possible)
- does it work around 3 point patches?
I know the theory behind Porcelian.mat (so I know how to drop it onto a group or a model) but I’ve heard the new AM versions allow you to set percentages? Where and how?
I’m trying to stay in version 11 from now on if that helps anyone.
have started modelling and here’s the head so far. Lots of tweaking to do and a surprising amount of 5 point patches.
Hope the new fur works with 5 point patches…

well, I found something from having a play -
1 - create group
2 - drag porcelain over onto group
3 - expand the properties “+” tag for the shortcut to porcelain and you should find an attibute shortcut (much like the attributes you get when creating a material)
4 - expand the properties “>” tag for the attribute shortcut and you get a surface tag. expand the surface “>” drop-down and you get a list including diffuse, specular etc etc
5 - there, right at the bottom there will be one called “Normal Weight”
This allows you to set strength from 0 to 100%
Trouble was, I got a whole lot of black patches as soon as I dropped Porcelain.mat onto my model.!
Hey Alf -
You need to flip normals (f) on those groups and rerender. First select the patch group icon, select the problem patch(es), hit “f” and rerender. If it still looks funny, delete the applied porcelain, do the above procedure, save out the model, reapply porcelain and re-render. This has worked for me.
Hope this helps, mouse is looking cool !
hello ModernHorse,
this ones the squirrel… I’ll start a separate thread off for the mouse. 
Thanks for the tip though. I haven’t decided if I’ll bother with Porcelain yet as you shouldn’t see minor imperfections under the fur. I felt the need to try another of the new features out you see!
I will save your Porcelain instructions for if I ever start Car Exterior or Interior Modelling again.
screwed up the last mesh, trashed it and started all over again. I think this is much closer to the little sketches and there’s just the tail to add in.
I’m haing problems adding to a group… the “/” button normally adds cp’s to a group colour but as you can see in the image, I have a different coloured area on my mesh…
Any suggestions?

hello again!
the “problem” sorted itself out. close project and then re-load. Solved it as it was just an information update thing apparently.



