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-   -   Skinny Kid (https://simplymaya.com/forum/showthread.php?t=17911)

swankymonkey 21-08-2005 02:53 AM

Skinny Kid
 
Its been a while since I've posted any work. This is a character for a personal project. I may skip the clothing and textures for now. I'm gonna dive into roughing out the next character while working out some style issues.

I know it isn't muchto look at yet, but feedback is appreciated!
http://tenthchoir.com/Scribble_Jim_003.jpg
http://tenthchoir.com/Scribble_Jim_001.jpg

Dave:beer:

Shadeblade 21-08-2005 02:57 AM

This is a very cool character. She reminds me of that invisigirl from The Incredibles. Great job!

Cheers,
Leo:)

swankymonkey 21-08-2005 06:01 AM

Thanks Shadeblade!

The character is actually supposed to be male ... although I am totally going for an androgynous look with him (and his obvious lack of uh ... outdoor plumbing ... makes it difficult to tell:blush: )

Heres one last render using way too much DOF ...

http://tenthchoir.com/Scribble_Jim_002.jpg

Dave

Shadeblade 23-08-2005 02:05 AM

Yipes!:eek3: Sorry. I couldn't tell whether or not it was a boy or a girl. I went with girl because of his..... lack of..outdoor plumbing.. and his long hair.

swankymonkey 28-08-2005 01:30 AM

Heres a little progress on clothing ...
http://tenthchoir.com/Scribble_jpg_005.jpg
... and this is my original character ortho sketch ...
http://tenthchoir.com/Scribble_jpg_006.jpg
... and here is another character that needs some TLC 'cuz the geometry on him is sloppy at best. I'll probably just use this model as a reference to build a whole new one ...
http://tenthchoir.com/peter_001.jpg
... AND one more new character sketch ready to model ...
http://tenthchoir.com/Jogging_Suit_Man3.jpg

Thanks for listening

Dave

blomkaal 28-08-2005 05:11 PM

Great characters, I especially like the evil looking one, he (and the other ones) have lots of character, and they're very original IMO... :)

xxmanxx 28-08-2005 06:07 PM

:eek: good work
:eek:

penguin.steel 28-08-2005 10:45 PM

Your style is awesome. Has a very cool feel. Keep it up.
Penguin

swankymonkey 29-08-2005 10:00 PM

Hey! Thank you blomkaal, xxmanxx and penguin.steel for the nice comments!
I'm gonna test out using displacement to create wrinkles and detail on the clothing. I'll post again as soon as I have something worth showing ...

Dave

MainlineX 30-08-2005 07:15 AM

Heya :)

Your characters are very cool :) Nice work :)

Mills :)

the_podman 30-08-2005 01:24 PM

Sweet models, man! They are so clean and the mesh's are very smooth. I love the designs.

Is it Sub-D or polys?

Jay 30-08-2005 06:00 PM

Dave!!

At last!!! Is this a first here? I love the girl (tidy mesh, an example to all) She reminds me of my daughter, shes a skinny kid too!! Neat sketches too, the models are pretty much bang on to those.

Hope ya good dude. Got back from the U.S on Monday morning, been in Florida for 2 weeks, narrowly avoiding the apocalyptic weather. Thankfully it was further south than Orlando, but not good for the dudes down in the Keys.

Talk soon dude

Jay

swankymonkey 31-08-2005 12:04 AM

Mills - I've always admired the work you post! Thank you for your comments!

podman - These particular renders are all just smoothed polys, but I just find it easier when editing the base mesh to stay with polygons instead of jumping in between with sub-ds which seems to create all kinds of extra nodes that you gotta clean up later. Thanks!

Jay - You beautiful sonofabitch! So you came all the way to the states and didn't look me up?:hug: Wrong coast I guess ... hehe ... so thats where you've been! I've been poking around the outlaws site but I haven't re-registered so that I can start writing really annoying posts:beer: Thank you for the positive comments. I have to admit that in the back of my mind while I was modeling there was a voice saying: "I wonder what Jay and his red pen will think?". Anyhow, I'll drop you an e-mail soon ...

Dave

Jay 31-08-2005 05:57 PM

Hey Dave

Yeah a bit far for me to drive:confused:

Im actually looking for a job in San Rafael as I write so ya never know when I'll rear my bad ugly ass there!!
Im thinking of removing the forum at Outlaws as its just a ghost town in there, but the site gets hit plenty so thats good for me right now.


Talk soon

Jay

swankymonkey 04-09-2005 02:33 AM

Hey Jay

Nice "talking" with you earlier today!

And now for the moment you've all been waiting for ...

... the skinny kid's shoe

http://tenthchoir.com/Scribble_jpg_007.jpg
:zzz:

the_podman 04-09-2005 04:40 AM

Damn, now that's a detailed shoe. I hope you're building a proxy model for him, otherwise the rigg will be slow. Unless of course, you've got some badass PC at home.

-pod :)

swankymonkey 04-09-2005 04:55 AM

Hey Pod!

Yeah, the shoe has been smoothed. I was planning on controling the hi-res mesh with the base mesh.

Most likely the I won't even have to smooth the shoe ... that is until the dramatic untied shoe lace close up scene ;)

My PC is FAR from badass. Its more like a lard ass.

Dave

the_podman 04-09-2005 05:19 AM

If you create simplified "Segmented" geometry commonly known as "proxy" or "canned" geometry, then put the geo in a layer and "parent" them(don't skin) to their corresponding joints and "hide" the skinned mesh while animating. You can avoid having to do "playblasts" which eats up TONS of animation time. Since there is no "skinned" information within the viewport and only simple geometry(like around 1000-2000 quads max), you can get "realtime" playback on even lardass machines...

:)

swankymonkey 04-09-2005 06:02 AM

I've seen and read about the technique to which you refer. I will definately employ your suggestion when the time comes.
:beer:

Jay 04-09-2005 08:55 PM

Dave!!

Yeah thats a tidy shoe man!!

Also with the proxy thang, you could just get primitives and parent those instead of lower versions on the actual model, as long as they correspond well enough with the high res model it will work a treat, we do it at work. No probs.


Yeah good chat bro, now for some heads to crack!!:bandit:

Jay

the_podman 04-09-2005 09:35 PM

Yeah, Jay's got the right idea. I would suggest that you still maintain the overall "form" of the character. Sometimes if you stick to strictly 4-sided boxes and cylinders, you lose the "character", making it hard to animate. I like to use cylinders that are still modified and shaped a little to resemble their represented counterpart in the most basic of sense. I guess it's kinda like low-poly modeling in reverse.

utpal 07-09-2005 05:11 AM

if you don't use smooth proxy and therefore you don't have a low poly version of your model to parent to the joints, maybe you could do this. dulicate your hi res model, and then apply Polygons>reduce. this way, you can really reduce your geometry down a lot. of course, your duplicate will be distorted, but, it will still have more or less the shape of your original..

swankymonkey 07-09-2005 05:36 AM

Hi utpal

Yeah, I've read about doing it that way as well. Honestly I'll probably try as many ways as I have time for cuz you never know what technique will feel right to you.

All the techniques mentioned (and more) are covered in the book "Maya the Complete Reference" which is a dandy little tome.

Dave

Jay 07-09-2005 06:55 AM

Dave

Theres a right way, a wrong way and theres my way. My way is the right way!!;)
LOL
Jay

utpal 07-09-2005 08:34 AM

i agree, buddy. i always do it your way...

Jay 10-09-2005 07:27 PM

Cmon Dave

Wanna see the rest!!

Jay:zzz:

swankymonkey 10-09-2005 07:42 PM

Hey Jay!

Well, I kinda entered the Sept/Oct comp. so I'm hangin' out over there right now. I'll post something here soon. I just wanna make it worth posting!

Stay strong my brotha!

Dave

Jay 10-09-2005 07:50 PM

Hey Dave

Will do. I'll check out the comp see what ya doin'. And everyone else too.

Best
Jay


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