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Artwork => Finished Works and Works in Progress => Topic started by: Arik_the_Red on June 25, 2009, 01:30:40 pm

Title: Goblin
Post by: Arik_the_Red on June 25, 2009, 01:30:40 pm
My brain got blown on Jabberwockies and Spaceships... needed a bit of reprieve, so started toying with an old idea I've harbored for over 3 years...

Thus (for those familiar).... yet ANOTHER attempt at "Arik's Goblin Project"...

To be incorporated into several comical scripts around my "goblin namesake", Arik the Red...

Working on the goblin now... and some scene settings.  

THANK YOU TO KHASPAH!  I've eyeballed your haunted tower work a number of times, because it kept my mind on wanting to really re-approach my old "Goblin and His Tower" project.

I cut up the theme/soundtrack music ... I'm implementing the instrumental portions of a piece called "Pigs (3 Different Ones)", Artist-Pink Floyd, Album-"Animals". One of my overall favorite musical pieces to just sit back and vegetate with (at least in my top 15). God bless Audacity-A great music/soundclip editor for free!

Here's the goblin head I crafted this morning...  And then piecing together the body... just working with shapes for the moment... and the hands are something left over for temporary use, from another old project...
Title: Re: Goblin
Post by: ahatch on June 26, 2009, 01:38:34 am
Nice Job!!!
Title: Re: Goblin
Post by: headwax on June 26, 2009, 02:47:11 am
hay  how did I miss this,

nice character   so far arik, probably my favourite so far

did I say the word assymetry? nope :)

I know they are holding hands so to speakk (like holding textures) how about some really long fingernails to complement to teeth?

maybe more thickness in the ears ?
Title: Re: Goblin
Post by: Mreenav D on June 26, 2009, 03:33:53 am
Hey this was something nice ;)
Title: Re: Goblin
Post by: Arik_the_Red on June 26, 2009, 04:06:49 am
Thanks for the feedback... Yup, this guy'll start looking more "personalized"... at the moment, he's staying generic so he can be used to modify into a few unique fellas.

Am still weighing how much "superdetailing" to do, because it's going to remain sort of cartoonish in the animation production end of things.

I thought I had some ugly black boots for him from a very old project, but nope... so have to get those in gear.  But I first need to buck-up and make proper hand/claws and bare feet.  THEN outfitting...

Of course, it was implied by one of my IM contacts that maybe other anatomical additions could be amusing... but I can't figure out just what that means!  I just don't see the fetish people have with belly-buttons!   ;) :P
Title: Re: Goblin
Post by: Khaspah on June 26, 2009, 06:48:41 am
Hey, that looks great!

Iīm happy I "pushed" you to go back to this project, because itīs really amazing!

Iīve been very busy these days, and I couldnīt even finish my pencil bird for the Wonderland challenge... but I hope to start on my first animation with my green creatures soon!

Please show us your progress on this project.

Regards
Title: Re: Goblin
Post by: lizeal93 on June 26, 2009, 12:05:11 pm
great work Arik. very cartoony but nice clean mesh. looks like its turning out pretty nicely :)

keep it up.

Title: Re: Goblin
Post by: Arik_the_Red on June 26, 2009, 08:06:53 pm
Hands in the making...
Title: Re: Goblin
Post by: hihosilver on June 27, 2009, 12:54:43 am
Nice, I especially like his proportions (great belly haha)

The hands look pretty good, but the palms need a little smoothing out, as they're too sharp at the bottom.
Otherwise it's going pretty well!  Keep it up
Title: Re: Goblin
Post by: Arik_the_Red on June 27, 2009, 04:04:30 pm
FEET!!! Now I can get into fine-tuning, and put some clothes and gear on the fella!

Edit: Added helmet, pants and belt...
Title: Re: Goblin
Post by: lizeal93 on June 28, 2009, 10:09:11 am
really great work Arik. the cl;othes look great and fit the persona quite well.
Title: Re: Goblin
Post by: Arik_the_Red on June 28, 2009, 02:17:49 pm
A bit more getting the gob in gear...
Title: Re: Goblin
Post by: 3D Joe Wiltshire on June 28, 2009, 06:13:42 pm
Whenever I look at this it reminds me of the imps from a game called dungeon keeper.
Nice progress, good to see you finally getting on to this!
Title: Re: Goblin
Post by: Arik_the_Red on June 29, 2009, 02:03:42 am
Thanks for the feedback!  Not familiar with that game, Joe...

Am trying to decide whether to put boots or maybe sandals on this fella or not...

But here, I have the gob with the helm, and another variation in the works...
Title: Re: Goblin
Post by: Khaspah on June 29, 2009, 07:02:58 am
Those feet are really funny; Iīd keep them barefoot...  ;D
Title: Re: Goblin
Post by: Arik_the_Red on June 29, 2009, 01:28:05 pm
Thanks... ummm... I hope Khaspah doesn't just have some sort of foot-fetish  ;)

Here... I hated the armed guy's first axe... so remade something more "whack-some"... and turned the shield around for better view....

Title: Re: Goblin
Post by: 3D Joe Wiltshire on June 29, 2009, 01:32:03 pm
It just keeps getting better and better! loving the new stuff!

just so you can see what I mean, here's an imp from DK, now I look at them together I think it may just be my mind playing tricks on me :P
Title: Re: Goblin
Post by: Arik_the_Red on June 29, 2009, 05:20:17 pm
Wow... thanks for sharing that little gruesome.  I like it! It shows some of the look I want to put with my own, more comical looking goblins. I may have to do a bit of varying my goblin's look.  I did have that green originally for the skin, but shifted about after some changes and problems with one of the stages of my own... Will probably implement several colors for the goblins... maybe a green like now, a color like that imp, and then a tan... for variety in appearances.
Title: Re: Goblin
Post by: Ratticis on June 29, 2009, 08:59:54 pm
(http://www.apparelyzed.com/forums/style_emoticons/default/offtopic.gif)  Awesome game series. I played DK2, then DK 1. 1 had a lot more characters. And whatever happened to 3?
Title: Re: Goblin
Post by: Arik_the_Red on July 04, 2009, 06:22:07 pm
Yeah, I know I haven't posted here in a bit... but, now... A really small test.

Goblin makes a fist

Title: Re: Goblin
Post by: johnar on July 05, 2009, 12:38:01 am
 Cool Goblin.  ;D

 Fist movement looks great. Good stuff.
 Good luck with getting him fully rigged.
 Looking fwd to watching this guy come alive.  ;)
Title: Re: Goblin
Post by: Arik_the_Red on July 05, 2009, 01:23:49 am
awww ya just missed this... Walk Practice, care of johnar's tutorial



Yes, he limps sort of like me! Maybe not coincidence, maybe subconscious...
Title: Re: Goblin
Post by: kreator on July 05, 2009, 03:50:58 am
Arik: I would get those Arms moving on him, then it`ll look even better!

Don`t you feel a sense of acheivment now that a project is finally being
 completed and not shelved ...... how long has this one been going three years??? 
Title: Re: Goblin
Post by: Arik_the_Red on July 05, 2009, 03:56:22 am
yup, three years of floundering!  Finally getting around to learning the animation basics :P  This was my original reason for looking to see if there was any freeware animation software... which led me straight to Anim8or first!
Title: Re: Goblin
Post by: johnar on July 05, 2009, 08:24:41 pm
 Yip. :)
lookin good.
 I'm thinking fwd here. Just wondering whether you have his jaw rigged with bones, or if you'll be using just morph targets for moving his mouth. (probly the best way)
 Keep up the walkin thing. He's coming along nicely. :)
Title: Re: Goblin
Post by: Arik_the_Red on July 06, 2009, 02:58:15 pm
So far I don't have the face rigged at all... I'm trying to figure the best way to make it so that he works as completely as a figure as possible.  I haven't experimented with animation enough to know the limits... but I've heard that morphing and bone-animation cannot take place at the same time.  Is that true?

Took a bit of time to start building "home"... So, here's the basic tower.  The goblin lives in a ruin of a castle tower... When done, it'll be in a state of damage and partial disrepair, only the bottom floor being fully intact.
Title: Re: Goblin
Post by: kreator on July 06, 2009, 03:36:15 pm
I've heard that morphing and bone-animation cannot take place at the same time.  Is that true?

That is false!

   If you don`t get your morphs in the scene with your figure, just
add the object again, then immediately delete it ( the newly imported one)

All of your morphs will appear with the bones intact.
Title: Re: Goblin
Post by: Arik_the_Red on July 07, 2009, 02:21:03 pm
ah, then it would be possible to have the head be a morphing object, while the rest of the figure is bones and such?

... a bit more work on scenery... trying to get the tower in order and then will go into detailing.  Though I may follow the idea discussed in the EART thread and keep it rough, focusing more on getting the animation in order before detailing things out.
Title: Re: Goblin
Post by: headwax on July 09, 2009, 01:14:06 am
Hello Arik

Fine work, just wanted to say, you know those eyes are scaring me ;)

Title: Re: Goblin
Post by: Arik_the_Red on July 09, 2009, 02:52:42 am
The eyes? What do you mean, headwax? 
Title: Re: Goblin
Post by: headwax on July 09, 2009, 03:00:54 am
The eyes on the goblin have a sense of 'aliveness'' and indicate some kind of internal awareness that a three dimensional cg creature  should not possess! The 'scary' part comes from that discrepancy- the concept of life in,  what is ultimately, a 'dead' object.

It's a complement
Title: Re: Goblin
Post by: Arik_the_Red on July 09, 2009, 05:19:06 am
Thank you... if it freaks ya out I gotta figure out more to freak you out!  I've always liked those eyes... made them for the goblin on my avatar, and decided the design looked good enough to use for other things. I attempted a level of anatomically accurate style in them.
Title: Re: Goblin
Post by: Andyba on July 10, 2009, 09:18:19 am
I love the final one with clothes. Are you going to texture it and animate?
Title: Re: Goblin
Post by: Arik_the_Red on July 11, 2009, 05:02:31 pm
I will probably do only a little texturing... and yes, animation is in the works.  Here's the walking test again...



Once I finish my "Space" entry, I'll get back on this one.
Title: Re: Goblin
Post by: Arik_the_Red on June 20, 2010, 03:51:28 pm
Instead of starting a new thread, I decided to wake up this old one...

I am a bit saddened at having lost my goblin work shown in previous posts here...

...But I've started dabbling with a new goblin.  I'm basing him roughly off of the goblin art I found related to World of Warcraft (see first image below).  So far, just starting to get the head/face in  order....
Title: Re: Goblin
Post by: headwax on June 21, 2010, 04:04:07 am
well if I saw him in the garden I would lock myself in the shed... :)

maybe a little more curve in the brow? his face is slightly flat perhaps - like mine. :)
Title: Re: Goblin
Post by: Arik_the_Red on June 21, 2010, 11:49:59 pm
Not sure what you mean about "like mine", Headwax... but I do appreciate your critiquing.

Here, a bit more work... some basic teeth needing refinement still... and of course, lips not in place yet, or ears, or chin...
Title: Re: Goblin
Post by: headwax on June 22, 2010, 03:24:32 am
heh, I meant my own personal head  arik

nice teeth!
Title: Re: Goblin
Post by: Arik_the_Red on June 22, 2010, 11:16:30 am
Well, am still not sure about rounding the face to the sides, because the ears may give a problem when I put them in... but still weighing that option.

Until ears are made and the face rounding idea is re-approached, here's a bit more update... different angles to view:
Title: Re: Goblin
Post by: Arik_the_Red on June 23, 2010, 08:47:57 pm
EARS!!!!! and revised to use my favored style of eye shaping... plus all teeth in place. Now for gums, and then some ear detail work.... and on to the body.
Title: Re: Goblin
Post by: dwsel on June 24, 2010, 08:29:07 am
Looks maybe even scarrier than the first one ;) I'm wondering about face edgeloops, could you post wireframe of it?
Title: Re: Goblin
Post by: Arik_the_Red on June 24, 2010, 10:41:07 am
Here's a wire-frame. 

Note, the previous renders were taken AFTER "Convert to Subdivided".

Also, minor note that the ears are made with thickness and depth running a bit into the head and turning out of view so as to not simply have a vacant hole seen inside the head. Similarly, the nostrils run up into the nose and end turning out of sight into the head.

I am now working on the mouth interior - gums, tongue and throat opening especially.
Title: Re: Goblin
Post by: dwsel on June 25, 2010, 11:19:39 am
Hey Arik!

Model looks great and edgeloops are rather correct. There's only one area that bothers me, it's the crease below his cheek. When I'm looking at the rendering I see small pinch in the crease (marked red) at the place of 5-edged-vertex (E pole). I was wondering about why it happens. After looking at your model and some human face references at http://www.subdivisionmodeling.com/forums/ I see that the placement of that pole is rather correct for human faces, considering the area it lays on is rather convex or flat, but in your model it's placed in concave area with connected verts rather far from the center. I'm not expert in modelling complex faces, but I'm wondering how this thing can be avoided in the future? Another edgeloop maybe?

Good luck on the goblin's head inners ;) I've never known how to model them :P Is there any tutorial I could learn this from?
Title: Re: Goblin
Post by: Arik_the_Red on June 25, 2010, 11:53:06 pm
Hmmm... Well, let me start by saying this goblin-face is not intended to be a work of absolute perfection, except for what the end render-results come out as for appearances.  That being the case, let's look at this trouble spot you eyeballed first...

Good eye... But I think it's safe to say this gob's full of crazy flaws. However, just to follow your observation alone,  I think, at least, this is the source of that problem looking at the pre-subdivided face:

(http://i33.photobucket.com/albums/d69/aric_001/GOBLINS/goblinerror.jpg)
So, I re-structure the area of the 5-corner in question, like this:

(http://i33.photobucket.com/albums/d69/aric_001/GOBLINS/goblinerror2.jpg)

I re-subdivide... and lets's see the result:

(http://i33.photobucket.com/albums/d69/aric_001/GOBLINS/goblinerror3.jpg)

Yup, that did it!
Title: Re: Goblin
Post by: dwsel on June 26, 2010, 06:38:08 am
Mesh looks very good already but even more natural after fixing this place :) And I see the tongue is starting to take a shape.
Title: Re: Goblin
Post by: Arik_the_Red on June 26, 2010, 01:39:44 pm
Thanks for the comments. As for the mouth interior, I made the teeth (warped cones), and then duplicated their base circles as separate pieces to form the gums.... connecting the outer points to form the top of the gums as a single piece. After that, I selected the outer edges of the whole thing, and grew outward a bit, then moved that outline down, and grew again, moving the new outline down further, stretching and arranging the expanding areas as needed to get the form ... as shown here in final shape (not going into the tongue development, but you can see what I mean for just the gumline alone)...

Look at the below snd you can see the tooth-base circles and how I expanded from them.

I then placed the original teeth again as separate pieces, moving them about a bit to where it looked good to me, as if they are growing out of the gums.
Title: Re: Goblin
Post by: Arik_the_Red on June 27, 2010, 12:07:35 pm
Full set of chompers...  next the completion of tongue, sides and throat.
Title: Re: Goblin
Post by: hihosilver on June 27, 2010, 02:32:43 pm
This is great mate.  I like your method for forming the gums.  I've made some before, I'm pretty sure I used some more difficult method though!
The topology of this whole model looks pretty solid too, I'm liking it.  Keep up the good work!
Title: Re: Goblin
Post by: Arik_the_Red on June 28, 2010, 11:43:31 am
Your words are too kind, hiho...

As for the gums, it just seemed right to set the teeth first, and then build the gums from them, since the teeth are the feature and the gums just the backdrop of the teeth, so to speak.

But I know just eyeballing the wireframe of the "face mask" that there are a few bad spots... but they do seem to wash out in the subdivide.