Wow! I assume that was done in 10.5 with porcilain.
I agree with the above comments about the hands and feet. There is also a very slight suggestion of creasing here and there (if you realy want him extra smooth). Other than that, I can hardly fault him. Good work.
pequod, Sqeakypics and John- I also agree about the hands and feet. Someone suggested on the A:M list about adding a tad more definition to the elbow areas, too. I have seen different versions of Mighty Mouse online, some with the gloves and some with flesh colored hands. I’m leaning toward the gloves to get the total cartoon look. The feet were the thing I struggled with the most, believe it or not. There’ not a lot of reference for his feet available.
I didn’t use porcelain, just the bias normals and some bias tweaking. The porcelain made the 5 point patches render badly, even after I did the refind normals “fix”.
Originally posted by Eman597 JTalbotski, that mighty mouse looks AMAZING- really nice job, hope you animate it soon!!!
Thanks! I don’t really animate, but if you have A:M, I’ll let you animate him when I release him to the A:M community free models area. That may be a while as I still have to rig him.
Originally posted by JTalbotski
[B]Cosmics- Thanks!
I didn’t use porcelain, just the bias normals and some bias tweaking. The porcelain made the 5 point patches render badly, even after I did the refind normals “fix”.
Thanks, guys.
Jim [/B]
Thats one “mighty” fine looking model there Jim. Seems lots of people are having issues with porcelain. So here is the way to fix it at the moment:
Summery:
It seems the 5 point patch blackening error is due to inverted normals, and when you flip them to the corect direction they just don’t redraw corectly untill you save, close and open the file.
The details:
Make sure you’ve finished modeling your object, and smoothing it as best you can.
Apply porcelain.
Turn on normals.
Refine the normals on your model. This should make almost all your normals face the same direction with the exception of some 5 pointers.
Using the select patch tool, select any normals that are not facing the same direction as the majority of normals are and flip them.
Once all normals are facing the same direction if they happen to be facing inward select your whole model and flip the normals so they are facing out. (this is for things like hair that are normal spacific)
Save your model or project if it’s embeded and close the project
Load your project again and magicaly the 5 point patches that wern’t blending with the surounding patches now are, and all is good with the world.
If certain areas are getting smoothed to much insert an extra spline in that area to force the porcelain to interpolate diferently.
Repeat the process after refining your surface as needed.
If you still have errors with the surface at this point it’s probably due to an inverted normal some where. Find the patch and flip it.
Jim,
The hands are better, although personally I’d make them much more like Mickey Mouse’s, you know more stuppy and rounder. Please don’t add anymore definition to his arms, he’s got to remain a cartoon figure and that’s why I like the feet as they are.
Thanks for the advice, especially from someone whose work I admire so much.
I understand the desire to make his hands more like Mickey’s but I am trying to remain true to the version of Mighty Mouse that I like the best:
Maybe I can make his fingers just a little shorter to get the cartoony look a little more. I went as far as I plan to with the arms, they’re done.
(I’m still trying to decide whether to add the eyelashes and blush on his cheeks.)
Originally posted by lildragon
[B]Heya Jim let me know when you’re finished that BTW have any new works? would love to start plugging A:M stuff sometimes I do miss those days
keep rocking as usual man!
salud [/B]
Hey Tito,
Sure thing, I’ll let you know. Here’s someting I was working on for a while, but real work interrupted me and I didn’t feel like going any further with this.
Originally posted by modernhorse
[B]You didn’t feel like it!! HUH? You didn’t feel like it!!!
But seriously that is really quite nice. Tell us more. What was it for? Done with A:M? [/B]
HA! Well, I wanted to try out the decals that drive the hair attributes, so I took a model that I had and gave her a leopardskin loincloth. Pretty soon she just developed into this character. I did this scene for James at Hashso he could create a poster for their displays at different conventions and shows. All done in A:M.
Speaking of Guide Hairs in 10.5, do the hairs have any specularity or create shadows when illuminated in a choreography? I don’t have 10.5 yet, may upgrade when 11 gets here…
and due to the improved lighting model and other such niceties in 10.5 hair shows in the raytracer now, meaning reflections, etc withouth having to turn on geometry at the material.
Sure thing, I’ll let you know. Here’s someting I was working on for a while, but real work interrupted me and I didn’t feel like going any further with this.