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Author Topic: my real work  (Read 10416 times)

NeonFalcon

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my real work
« on: July 22, 2010, 04:47:25 am »

Hi guys (hi after a long time), i've been working on a project named "template". just a cool dude with sports glasses.


front


presperective


ortho,

aycs, hes not done! ill work on him and sooner or later he'll be ready for a download.
even though i have the eyeball script,i get lots of issues on making the eye sockets :Pso the sports glasses fit in :)hope i get good replies ;D
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johnar

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Re: my real work
« Reply #1 on: July 23, 2010, 06:12:59 am »

 Hello NeonFalcon,
 'Cute' character. :)

 Remember to keep his legs apart slightly when you build them, to make later skinning easier.
 You probly know that his fingers will all have to move as one, because they are modelled 'touching together' so you wont be able to skin seperately. But thats cool, depending on whether you want his fingers to move seperatly or not.
  Modelling eyesockets can be a bit tricky to fit eyeball properly.
  You make a 'temporary' eyeball which might help.
 Just create a sphere the same size as his real eyeball, and 'DON'T' convert to mesh, so that it still has a yellow bounding box. Place the 'temp' eyeball into position in his eyesocket, and go into 'object edit' mode.
 You should now be able to select points in the eyesocket , without accidently selecting  any points in the eyeball. (becoz it is not a mesh it will have no points).
 Now you can drag points of the eyesocket to fit nicely around the 'temporary' eyeball.
 When you get it right, you can replace temp eyeball(s) with real one(s).
After that, I find a good way to go is, get your eyerballs into thier final position, with eyesockets adjusted to fit as best as pos.
 Then, select 1 eyeball, cut, open new object, and paste. Do the same with the other.
 Name them right eye and left eye. (2 seperate objects).  Do not move from thier postion in your work area.
 Add the eyes back to the character in figure mode, by attaching to 'eyebones' in your rig. (as in the short vid tut 'easyeyes'.
 Hope you finish this guy. He reminds me of these little plastic men, that i can't remember the name of, but which were really popular back in the 70s, 80's and even 1990's.
 Nice one. :)
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Josmic8or

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Re: my real work
« Reply #2 on: July 23, 2010, 07:02:36 am »

Hey awesome 3d model there Neon!  :)
About the eyes I think u should follow Johnar's advice
Anyways good luck in completing your project :)
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NeonFalcon

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Re: my real work
« Reply #3 on: July 24, 2010, 04:31:41 am »

YAAAAHHHHHHHOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
All done with him. just didnt rig because too exited to show my first "complete" work. :D so ill rig here on then.(eventually). sorry if my words don make sense or have typing errors ;) so, here are pictures. and at the end download link.( if any one rigs or makes morph targets or makes a movie with him make sure to post in this thread! ;D) I DO REEEAAALLLLY SUCK at rigging. don worry i saw and read many tuts  just naturaly i suck. i think im meant to be a modeler ::)















http://www.mediafire.com/file/68jb23afzzxcgxc/template.zip
« Last Edit: July 24, 2010, 04:33:29 am by NeonFalcon »
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NeonFalcon

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Re: my real work
« Reply #4 on: July 24, 2010, 04:40:08 am »

@ Johnar: yeah nice tip about the legs but ohwell wats done is done.and very god tut about the eyes. i enjoyed even reading it. simple made very ense but as u can see in the wireframe the double subdivision made it impossible to even make eyesockets now.it should have been done in the first place.:(.
@ Josmic8or: thanks for the appreciation about the model.and ur right next time ill make a model and make sure to make eye sockets in the first place.;) thanks guys!!!!
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bryananthonydgm

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Re: my real work
« Reply #5 on: July 25, 2010, 09:33:03 am »

Nice effort! You have a very detailed preparation with the cool dude with sports glasses.
Although I only know little of technical on animation, but I see things on a viewers perspective.
Cool colors!
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NeonFalcon

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Re: my real work
« Reply #6 on: July 26, 2010, 02:17:10 am »

Thanks all for positive replys.im soooo happy to see my model to actually be liked by pros:D
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rellik420

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Re: my real work
« Reply #7 on: July 27, 2010, 04:19:04 am »

it looks like u subdivided the faces a few times. u really shouldnt do that. it gives a lot of definition but it will kill ur render time and ull have a hell of a time trying to fix something later.

what u should do instead of subdividing the faces, convert to subdivided. ull hold the same definition but u wont use all of those polies. (i could be wrong but i think converting to subdivided uses NURBS(look it up))

i think once u do that ull c exactly what i mean.

anyways keep it up. dont give up ull get better and better each time u make something
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NeonFalcon

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Re: my real work
« Reply #8 on: August 09, 2010, 12:39:47 am »

dude i don use that subdivided faces tool in this project, what i meant to say is i (convert to subdivided) x2. and then what happened? I CONVERT TO MESH!!!! THAT made it SOOOOOOOOOO LAGGGGGYYYY! so after x2 sudivision i x2 convert to mesh. so my bad XD
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hihosilver

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Re: my real work
« Reply #9 on: August 10, 2010, 12:03:33 am »

If you want to go  back to a mesh form, you can double click your subdivision object and change the divisions to 0.  Then you convert it to mesh and you have the original mesh back!

and Rellik, subdivision objects do not use NURBS.  NURBS (Non-Uniform Rational B-Splines) are a completely different modeling tool/form that Anim8or does not have.  It's much less flexible than subdivision objects, but is often used very effectively on more non-organic models.  It basically uses curves to loft between and fill in "patches."  It has its own uses but Anim8or does not have NURBS.
« Last Edit: August 10, 2010, 12:05:44 am by hihosilver »
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