Thread: Vegeta from DBZ
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# 5 19-11-2010 , 01:58 AM
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Join Date: Apr 2007
Posts: 73
Thx all for your feedback, Strangely if I'd drawn him myself I probaly would have made his torso longer relative to the rest of him - I mean where does he put all that food?. But my refs came from the model sheets by Toriyama himself. Not saying I shouldnt modify it to get it to work in a 3D context just that those are his proportions - as given to the artists who animated him in 2d.

Astro Boy and Gokus hair do not work in 3D, you cant model them to always stick out the way they do from every angle they do in 2D. (Watched a special Feature on the AstroBoy DVD on how they did it, but still a ways beyond me) So I hope leaving him as is doesn't bite me in the bum, but I also like this models proportions as its going to be doing alot of fight choreography - I think the longer limbs will work for what I have planned (WOOT animation the ONE step in this process I was actually trained in)

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My Vegeta mesh is not perfect, but I'm stopping the modelling process now. I'm hoping what i've learned in the countles hours working on him, that my next char will not need so much cleaning up at the end - now that I know a little more about topography... heres hoping.

Next steps Texturing, Rigging (at my current rate of growth I should have that done by next christmas) ANIMATING, lighting rendering ... I already have a rough psd color map, you obviously shouldnt rig before you fininsh modelling but is there any downside to mixing up the steps from here on in?

2 more questions then I'll shut up for a month or two I promise--- (well I'll try) I went back to an earlier save file of Vegeta with no Blend Shapes for his facial controls. Is there any way to import these to my current project (I'm thinking NOT as his face geometry has changed a little) Is making them templates and doing them from scratch the only way?

What I learnt to animate in college with, had a lower poly count than even my base proxy mesh for Vegeta has, I was going to rig my smooth mesh. I see on DVD features all the previs work is done on simpler models, is the way its meant to be done to rig and animate the base mesh instead? And then later inherit the animation into a final model with hair and fur (not that Vegeta has fur and his Hair is going to stay modelled) - but is that the way its done?l