SMC #37 - Character - Comments

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SMC #37 - Character - Comments // Speed Model Challenge

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Post by blakeo // Oct 28, 2008, 3:40pm

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Post all comments here ...

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Post by Nez // Oct 29, 2008, 12:39am

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Congratulations to both of you; this has th epotential to be a lot of fun, I just hope you get better take-up than when I tried to run 'characters' as part of the MMC as the turnout then wasn't very good.

I think it's good that you've shown a 'cartoony' character as an example, hopefully that will encourage folks to realise that a range of styles are feasible (and therefore achievable) in the time frame. Good luck to everyone, hopefully I'll find time to give something a shot for this one too...

Post by noko // Oct 29, 2008, 12:52am

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Thanks Nez.


Now speaking of cartoon characters, most are not too complex at all but expressions presented by them like Mickey Mouse, Casper the friendly ghost ;), Bugs Bunny etc.. Can last longer then most actors. So the character is inside the character so to speak. . ;)


Hopefully folks will have some fun with this one, the sky is the limit.

Post by Nez // Oct 29, 2008, 1:05am

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Oh I agree! 'Cartoon' characters can be very under-rated - some of the best examples convey fantastic expression/emotion in such a simple and convincing way. The British 'Wallace and Gromit' stop-motion animations are a great example - Gromit's facial expressions and gestures are incredibly expressive. And I remember reading an interesting article about the creation of Wall-E (probably the 3D World item) where they described how they were trying to use his 'body language', but without a conventional body... very interesting (and again, extremely effective, having watched it).


So yes, cartoon characters, ghosts, robots, aliens, animals - loads of potential! :D

Post by blakeo // Oct 29, 2008, 1:10pm

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Congratulations to both of you; this has th epotential to be a lot of fun, I just hope you get better take-up than when I tried to run 'characters' as part of the MMC as the turnout then wasn't very good.

I think it's good that you've shown a 'cartoony' character as an example, hopefully that will encourage folks to realise that a range of styles are feasible (and therefore achievable) in the time frame. Good luck to everyone, hopefully I'll find time to give something a shot for this one too...


Thanks Nez - I'd missed your Character MMC as I wasn't around at the time... As this is speed modelling I think the focus is different for the expected type of character? Cartoony style would suit very nicely, but of course, there are no limits - only the time limit ;)


I've added a badly composed montage of characters in the challenge thread (here) (http://forums1.caligari.com/truespace/showthread.php?t=7030) for inspiration. Here's hoping...


Personally, attempting something like this is a challenge for me as I've tended to concentrate on inorganic/technical/building type models. So I'm looking forward to learning something new. Now, where did I put Jack Edwards's organic modelling tutorial?? ... :D


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Post by noko // Oct 31, 2008, 1:43pm

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Thats pretty good MikeJoel, I like it, I actually get a story from it too. Plus he looks funny as well. Great job.

Post by blakeo // Oct 31, 2008, 3:53pm

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Nice one MikeJoel - It's Mr Peanut Head! :D :D ...and that's one big moustache-tutu, LOL.


Funny character, good comedy value, and deceptively simple - great work.


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Post by nigec // Nov 1, 2008, 11:04am

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Question guys.. can i use Bryce to render scenes? I'm having loads of issues rendering in TS, and have no other rendering software.. i'd rather throw money at a better video card which i reckon is causing the problems, i cant use directx features in 7.6 or 6.6

Post by blakeo // Nov 2, 2008, 1:39am

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Since it's a speed modelling challenge I don't have a problem with which program/engine is used to render the final image. I personally use Vray; others use dribble, lightworks, and the one beginning with K ;) , realtime, etc. So the render engine doesn't matter IMO.


As long as the modelling is done in tS and the wireframe shows this.


Great scene BTW, I knew we'd get a halloween entry :) Love the pumpkin!


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Post by nigec // Nov 2, 2008, 2:07am

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Thanks :)


Just out of interest i tried to Bryce with that scene and TBH, TS was a lot less hassle and looked better lol.. but its good to know its an option if TS rendering is proving a real problem, but it would be a last resort

Post by blakeo // Nov 2, 2008, 2:59am

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Steinie - wow, that's a beautiful image... lovely lighting... elegant model... good composition. I'd love to see it without the wires ;)


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Post by MikeJoel // Nov 2, 2008, 5:12am

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Thanks noko and blakeo, I started to go for a potted sunflower character but TS crashed when I was about 1/2 through and I had to start again.

Post by MikeJoel // Nov 2, 2008, 11:24am

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Prodigy: Why are you retired?

Post by prodigy // Nov 2, 2008, 11:33am

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To make this game more funny... ;)

Post by MikeJoel // Nov 2, 2008, 7:12pm

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To make this game more funny... ;)


How will it make it more fun?

Your one of the best modelers, you got to help keep us on our toes to try to win.


Is it me losing my mind, I don't recall seeing "moderator" next to your user name? Maybe I just never read the little print?

Post by noko // Nov 2, 2008, 8:17pm

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Very nice entries so far!


What do you mean your retired Prodigy? NOoooo! :). Doesn't matter if you win every time, your inspirational. Now I hope you where joking.


Good call by blakeo, I didn't know how to answer but answer seems good and reasonable.

Post by Nez // Nov 2, 2008, 11:26pm

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I think Prodigy is generously giving everyone else a chance to win once in a while! :D After all, he's already won it more times than anyone else whilst still supporting and encouraging everyone else, which I believe he intends to continue.

Post by prodigy // Nov 3, 2008, 4:27am

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Yes guys, the idea is keep retired only from the poll, not from the SMC.. ;)

*Mike was not due my new status, was a personal desition.. :)

Post by MikeJoel // Nov 3, 2008, 5:46am

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Ok. My question (about you being a mod) wasn't really linked to the SMC, I just hadn't noticed it before (been away from the forum for a week or two).


Mike

Post by prodigy // Nov 3, 2008, 6:43am

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Ok. My question (about you being a mod) wasn't really linked to the SMC, I just hadn't noticed it before (been away from the forum for a week or two).

Mike

No problem Mike.. :)

Post by noko // Nov 3, 2008, 10:36am

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Burnart that is FANTASTIC!!! :banana::banana::banana:


You blew me away with your technique. Never occured to me to make loops and polygons on flat surface first and then scuplt them out, this has to be amazing efficient way and technique to use at times.


Plus adding the morphs gave life to your character and I think shows that very advance stuff can be done in tS easily and effectively.


GREAT JOB!!! and many thanks!

Post by Burnart // Nov 3, 2008, 11:25am

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Thanks for the kind words noko. The plane extrusion technique is a technique that others in the forum have been promoting - usually based on architectural forms. I thought the principle would apply just as well to drawings. The only problem is I'm still not quite sure how to close up the back of the head!

Post by MikeJoel // Nov 3, 2008, 11:30am

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Wouldn't you just extrude it? (as you did with the front, use a side and back view to extrude the back of the head).


Mike

Post by MikeJoel // Nov 3, 2008, 12:17pm

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This may be a stupid question Prodigy but what tool did you use to model that head? I have been playing around trying to do something like that and everything comes out chunky (I've been trying the metaball and deform object). The deform object seems to do a much better job but both still don't seem to come out as smooth as your model.


I really like this challenge since I don't really do organics very well so I have been using this to try to make it learn more.


Mike

Post by prodigy // Nov 3, 2008, 2:45pm

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Mike check this thread
http://forums1.caligari.com/truespace/showthread.php?p=82618#post82618

you should find the final scene if you want to check it..
First, i start modeling over a cube. Polydraw tool, loop tool and dynamic sweep are my favorite tools ;)

Then add SDS to make it smooth and more organic..

a good tip is model only a half of the head and then use the mirror modeler tool to make the other half..

Hope that helps
Cheers

Post by noko // Nov 3, 2008, 2:53pm

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Thanks Prodigy! Very nice model and example you provided.

Post by Nez // Nov 3, 2008, 11:37pm

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Nice robot Nigec, a cool and interesting collection of parts and nicely executed. Hope you get a chance to finish it off to your satisfaction at some point after the challenge!

Downside is that I was working on a robot too, so now it's going to seem like I'm copying you when I get round to posting it! The modelling has been finished already but I need to get it textured, lit and rendered - hopefully at lunchtime today....


NB - Scrapheap is a great show! I have a friend who wanted to get on it but ended up doing Robot Wars instead....

Post by nigec // Nov 4, 2008, 12:09am

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great minds think alike Nez :D ..well mines just messed up lol



Yes i will keep on with it, i thought of a load of things to make it a lot more threatening, and the pivot points work so it is posable


I like robot Wars too, I've tried a couple of times to build one, but with a budget of -£0 it never came to much :(

how did he do in Robot Wars?


cant wait to see your robot

Post by noko // Nov 6, 2008, 3:10pm

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Wow! again Burnart!


I don't know but you may get Pixar knocking on your door, 5 hours modeling, rigging and morphing and you can animate an original character. That is good, real good. Great job! :banana::banana:


This technique looks like a real winner combined with mirror modeler and animation looks good.

Post by Burnart // Nov 6, 2008, 3:27pm

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I don't know but you may get Pixar knocking on your door


Don't make me laugh! :D I think the anim is good only in that I did it within the 2hr additional time frame - but it's not "good". I have an idea in my head about how the critter should move and there's a hint of it in the anim. I am going to pursue this one and see if I can improve all aspects of the model and then figure out the movement better.


Thanks for the support once again - when people give you a pat on the back it means your on the right track. (usually!)
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