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-   -   Lost Toys : CA4 Project (http://simplylightwave.com/forum//showthread.php?t=4394)

Peter Murphy 19-02-2006 10:59 AM

True, I think though if I decided to model everything high poly that you were going to get a close up of I would be here all day.

I don't mind the 3d obvious look, in some cases it's not a bad thing. Because when you push for reality then I feel you are judged extremely harshly, whereas if it's your own nonrealistic design then reality of appearance gets flung out the window.

Maybe I should make a thread... naaaa. lol That's all I need, people making me go back a fix more things and spending even more time on it all when I really need to move on.

freeking fookering deadlines!:rant:

davie563 19-02-2006 01:50 PM

lol, u should make a thread..... lol

But yeah, mine isnt a computer game feel so i need everythin thats seen up close to look real. Sayin that thou, this is the only high-poly thing in the scene, the rest of the toys arent, if i did everythin like this then id still be modellin.

Ive got the characters elevations done, i was goin to upload them but i think ill mkae u guys wait and just upload actual screens/renders of the actual development, im still thinking of wee details to add to the armour that arent in the drawings, so i dont want ppl seeing an unfinished design, so it will be best to see it as it develops in 3D

Cheers :beer:

Peter Murphy 19-02-2006 02:36 PM

OoooOooo. How long do you think it will take you to model these guys? Are they that different they have to be modeled seperately?

JohnD5000 19-02-2006 03:29 PM

Quote:

Originally posted by Peter Murphy
I don't mind the 3d obvious look, in some cases it's not a bad thing. Because when you push for reality then I feel you are judged extremely harshly, whereas if it's your own nonrealistic design then reality of appearance gets flung out the window.
Also, there's the old, if you can film it live action why bother animating debate!

Quote:

Originally posted by Peter Murphy
Maybe I should make a thread... naaaa. lol That's all I need, people making me go back a fix more things and spending even more time on it all when I really need to move on.

freeking fookering deadlines!:rant:

Just thread it up Pete! You know you want to!

davie563 19-02-2006 06:06 PM

both characters are fairly simmilir, is really just a size thing, and different faces, but im sure ill be able to use certain parts again, arms, legs ect.... :p

davie563 20-02-2006 10:01 PM

1 Attachment(s)
thought id post a wee pic of the character process :p

Ill wait till the head is completly done before next post, but i just thought ud like to seee it so far ;)

Cheers :beer:

***Ohh, ive been doing colour tests and im pretty keen on a blueish colour, so i might change the characters to wood-lice, they are usually a bit smaller, but i dont think it really matters what species they are, but the blue colours do look nice :p Ill see what happens :beer:

R4s1n 21-02-2006 01:28 AM

Good start on the head so far. I think the eyes have too many polygons...you could probably achieve the same outcome with less polys.

davie563 21-02-2006 02:50 PM

1 Attachment(s)
hi, got a few questions about riggs :p

Can u use bones and segmented parts 2gether well ?

below is a wee diagram as to how the actual character was goin to be rigged. Because its an insect the character has an exo-skeleton, so the joints to the arms and legs are goin to be basically like door-hinges, so these were just going to be parented and then the pivot point positioned in the centre of the joint. But ill need to use bones for the spine so that the soft fleshy tummy moves more organic like. So i was just wondering if u can actually set-up your rig like that below, with 3 bones going straight down the spine for body bending and then used segmented parenting for the legs, arms and neck ?

Cheers for help :beer:

Peter Murphy 21-02-2006 06:58 PM

Nice Fraser, good combo. I'm actually considderring using pullers with fk in the arms, because I'm used to animating with joints in 2d really i would find it so much simpler. I'll have to check out how to do it.

Like you charcater so far, can't wait to see a clay render of it.:attn:

davie563 21-02-2006 07:11 PM

Cheers :p prob have a render of both characters, not textured, just clays in about 5days :p

davie563 22-02-2006 06:13 PM

1 Attachment(s)
:p i wasnt goin to post a screen untill i made a clay render, but im really happy with the things so far and thought id post a we pic :p

Im actually finding we niggly problems that i never thought of in advance, the arms connect to the main bodyby joining up with the soft fleshy part in the wee holes, as the arms rotate the fleshy bit will have to pull and stretch with the roatation :headbang:

Ill try bones after i get the thing modlled to see what parts need to be changed

Things still to do :

Back Shell
legs
Waist belt
Boots (action man) ;)

Cheers :beer:

Peter Murphy 22-02-2006 09:32 PM

Nice, however if this is the tougher one then wouldnt it be better if you had his arms thicker, they look rather flat.

davie563 22-02-2006 10:19 PM

yeah, ill fix that now :p

davie563 27-02-2006 09:16 PM

1 Attachment(s)
here is a wee screen, im curently workin on the textures, im doing the whole thing with prodedural textures and weight maps, just thought id upload this screen, finished off the antennas, there in modelling position the now, even when i get a render up they will be pointing straight up, but once i get a rigg on it u will see it much better, they will slope back the way and then curl back forward. :p

they will only go straight like this when he is allerted to somthin or pissed :beer:

KrisYoung1980 27-02-2006 09:18 PM

Lookin good, got a wire?


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