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Post by houdini Sat Jan 03, 2009 8:27 pm

Hi good day! I tried modeling an old man, isa po to sa mga characters that I will be using for a personal animated short film (if time permits). Done in Maya/Zbrush, Textured in photoshop
C&C's are welcome...
here's a turn around render
here are some stills
3d model Oldman14
3d model Oldman15
wire:
3d model Oldman16

cheers inuman na
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Post by Guest Sat Jan 03, 2009 11:30 pm

ok po sir tong character niyo,
tanong ko lang po kung yung linya ho ba sa torso ng matanda eh
yung sa botones? nakaumbok po kasi pero hindi masabi kung dahil ba yun
sa pagkakamerge ng symetry kaya nagkaroon ng guhit kasi wala namn ako
nakikitang botones at ohales.

stylized po yung character niyo kaya di issue yung proportion at anatomy
pero masyado po yatang mataas yung tuhod, nakita ko sa turntable hindi namn siya ilusyon na nagawa nga pagkakabend, mas mahaba po yung tibia part kesa sa femur, mas magmumukha sigurong matanda yung tayo niya kung babaan konti yung tuhod,

tanong ko din po kung pano niyo masusolusyunan yung mga nagooverlap na mesh lalo na pag inanimate gaya ng nakikita ko sa leeg at collar at sa medyas at sapatos, para po kung sakaling ma-encounter ko yung prob na ganyan alam ko na kung ano gagawin ko.
salamat po at good luck sa project niyo.

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Post by houdini Sun Jan 04, 2009 2:01 pm

pressure wrote:ok po sir tong character niyo,
tanong ko lang po kung yung linya ho ba sa torso ng matanda eh
yung sa botones? nakaumbok po kasi pero hindi masabi kung dahil ba yun
sa pagkakamerge ng symetry kaya nagkaroon ng guhit kasi wala namn ako
nakikitang botones at ohales.

stylized po yung character niyo kaya di issue yung proportion at anatomy
pero masyado po yatang mataas yung tuhod, nakita ko sa turntable hindi namn siya ilusyon na nagawa nga pagkakabend, mas mahaba po yung tibia part kesa sa femur, mas magmumukha sigurong matanda yung tayo niya kung babaan konti yung tuhod,

tanong ko din po kung pano niyo masusolusyunan yung mga nagooverlap na mesh lalo na pag inanimate gaya ng nakikita ko sa leeg at collar at sa medyas at sapatos, para po kung sakaling ma-encounter ko yung prob na ganyan alam ko na kung ano gagawin ko.
salamat po at good luck sa project niyo.

Thanx for dropping by, thumbsup
yup, yung turso is just along those lines. The Leg proportion was intended for rigging and animation purposes, kasi he will be doing a fight scene, I figured out I'll have a better line of action and silhouette if its done like this.

The corrections for the overlapping geometries will be done during the skinning stages, since magkaiba cla na geometry make sure when painting weights the influence value should be strong around those overlapping geometries so that they'll stay rigid. or sometimes what I do is add some secondary joints along those area for correction purposes lang. and maybe you could add blendshape corrections specially dun sa elbow or knee area. I use this methods sparringly and by layers .

yung medyas and sapatos ,its a good practice to correct those overlapping geometries right away by moving those vertices (tinamad lang kasi ako magrender uli hehehe) pra indi na sumakit ang ulo ng mga riggers mo down the road (but since I'll be rigging it myself bibili nalng ako advil mamya hehehe) pero professionally its not a good excuse Sad

any ways, thanx for the C&C's happy new year
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Post by nomeradona Sun Jan 04, 2009 6:05 pm

ang cute naman ng lolong ito. excellent modelling.
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Post by houdini Sun Jan 04, 2009 7:55 pm

nomeradona wrote:ang cute naman ng lolong ito. excellent modelling.

Very Happy thanx pre...its a good thing that this character passed as a cute one kasi yun ang intention ko pero my dark side cya (naks!)
if ever matapos to

cheers inuman na
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Post by Guest Sun Jan 04, 2009 9:21 pm

salamat po sir houdini, buttrock

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Post by houdini Sun Jan 04, 2009 9:42 pm

no probs
2thumbsup
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Post by dickie_ilagan Sun Jan 04, 2009 9:43 pm

bro, nice character modelling quest...
may konting tweak lang..

1* jacket and shirt is a one-sided poly model, extrude them as skinning for some thickness
2* object penetration on shoe and socks; shirt and jacket (backside armpit area)
3* eye socket - move those vertices (points) til you have a good curvature around the eyes
4* eye - should replace a much rounded eye model

see this as example to comment #3-4 and may help you
http://www.userwebs.dk/gjoel/3d/full_res/eye03_tex.jpg







Very Happy Smile
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Post by houdini Sun Jan 04, 2009 10:12 pm

dickie_ilagan wrote:bro, nice character modelling quest...
may konting tweak lang..

1* jacket and shirt is a one-sided poly model, extrude them as skinning for some thickness
2* object penetration on shoe and socks; shirt and jacket (backside armpit area)
3* eye socket - move those vertices (points) til you have a good curvature around the eyes
4* eye - should replace a much rounded eye model

see this as example to comment #3-4 and may help you
http://www.userwebs.dk/gjoel/3d/full_res/eye03_tex.jpg



Very Happy Smile

thanx po for dropping by...note taken for these tweaks. thumbsup

cheers inuman na
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Post by Butz_Arki Tue Jan 06, 2009 6:02 pm

wow! very nice ...nakakatuwa...good job
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Post by houdini Tue Jan 06, 2009 8:26 pm

Butz_Arki wrote:wow! very nice ...nakakatuwa...good job


thanx po for the comments good to hear from you buttrock


cheers inuman na
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Post by Guest Tue Jan 06, 2009 8:44 pm

The character has similarities with the old man from Pixar's Geri's Game. Don't know if that is intentional but if I'd grade you for design and originality - thats already a minus point.

3d model Landing_1

I look forward though on the animated version. Goodluck.

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Post by houdini Tue Jan 06, 2009 9:00 pm

v_wrangler wrote:The character has similarities with the old man from Pixar's Geri's Game. Don't know if that is intentional but if I'd grade you for design and originality - thats already a minus point.

I look forward though on the animated version.

thanx po for dropping by thumbsup
yup i was looking at mr geri's images for inspiration...enjoy kasi ako sa ilong nun Smile, and I should have mentioned it earlier.
and mukhang madami pa akong minus points Very Happy most of the 3d's that I did was inspired by other characters...kulelat kasi ako sa character design...although I have been doing practice sketches, di parin ako kumportable to design on my own...


cheers inuman na
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Post by Guest Tue Jan 06, 2009 9:01 pm

Yung comment ni dickie about one sided polygons - that's forgiveable in production actually.

You just have to make sure it renders as two-sided either with a different set of maps or the same. Nevertheless its a minor issue - I am more keen on hearing about design. I know its late but that makes my eyes stop. Sorry.

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Post by Guest Tue Jan 06, 2009 9:23 pm

houdini wrote:
v_wrangler wrote:The character has similarities with the old man from Pixar's Geri's Game. Don't know if that is intentional but if I'd grade you for design and originality - thats already a minus point.

I look forward though on the animated version.

thanx po for dropping by thumbsup
yup i was looking at mr geri's images for inspiration...enjoy kasi ako sa ilong nun Smile, and I should have mentioned it earlier.
and mukhang madami pa akong minus points Very Happy most of the 3d's that I did was inspired by other characters...kulelat kasi ako sa character design...although I have been doing practice sketches, di parin ako kumportable to design on my own...


cheers inuman na

Well, inspiration and adaptation are two separate things. You mistake them for each other and its dangerous. I do not say that to copy or adapt or be inspired is bad. What I'm saying is originality is important otherwise you're audience will see the similarities and compare your work as inferior and not see the honest efforts on your part. Its a given.

So if you are gearing yourself to be a modeler - ask a friend to design for you or say it beforehand that you'll be modeling somebody else's work. In that way - we can look beyond the design stage and see your skills and offer advices as you would expect. Anyways, I'll try to comment on the modeling part later on if you would please post a wireframe render as well.

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Post by houdini Tue Jan 06, 2009 9:25 pm

v_wrangler wrote:Yung comment ni dickie about one sided polygons - that's forgiveable in production actually.

You just have to make sure it renders as two-sided either with a different set of maps or the same. Nevertheless its a minor issue - I am more keen on hearing about design. I know its late but that makes my eyes stop. Sorry.

no need to say sorry po...I'm always open to critiques and comments,(although I should never explain or defend my side kasi it defeats the purpose, slowly I'm trying to turn away to that attitude) its true po my level of character design is medyo behind compared to other 3d aspects that I know, kya heads up nalng po patapos na kasi yung isa kong model hehehe may kahawig din yun...
wag po kayung magsawang magcomment sa post ko...so far all have been productive naman po yung comment niyo sa akin


cheers inuman na
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Post by houdini Tue Jan 06, 2009 9:31 pm

v_wrangler wrote:
houdini wrote:
v_wrangler wrote:The character has similarities with the old man from Pixar's Geri's Game. Don't know if that is intentional but if I'd grade you for design and originality - thats already a minus point.

I look forward though on the animated version.

thanx po for dropping by thumbsup
yup i was looking at mr geri's images for inspiration...enjoy kasi ako sa ilong nun Smile, and I should have mentioned it earlier.
and mukhang madami pa akong minus points Very Happy most of the 3d's that I did was inspired by other characters...kulelat kasi ako sa character design...although I have been doing practice sketches, di parin ako kumportable to design on my own...


cheers inuman na

Well, inspiration and adaptation are two separate things. You mistake them for each other and its dangerous. I do not say that to copy or adapt or be inspired is bad. What I'm saying is originality is important otherwise you're audience will see the similarities and compare your work as inferior and not see the honest efforts on your part. Its a given.

So if you are gearing yourself to be a modeler - ask a friend to design for you or say it beforehand that you'll be modeling somebody else's work. In that way - we can look beyond the design stage and see your skills and offer advices as you would expect. Anyways, I'll try to comment on the modeling part later on if you would please post a wireframe render as well.


nako nakreply na po pla kyo hehehe...ok po notes taken...
thanx po uli


cheers inuman na
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Post by dickie_ilagan Wed Jan 07, 2009 6:09 am

just keep working on original concept of your own....
heheheheheh
and soon you'll end up with acknowledgements...
keep them coming for more...









Very Happy Smile
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