Adventure from nothing to animation - Part 1, Model
A 3d model of my character, who I recently decided to call Seanthar. This is the finished version of the hacked together monstrosity that featured in my stereogram, which can be found here:
http://www.furaffinity.net/view/8766453/
I'm gonna end up animating this guy, and I figure I will update in instalments. That way if there's anyone out there who wants to ask any questions about anything, they can. And also if anyone wants to share some of their insights with me, then they will be greatly appreciated. At the moment, I would love to hear from anyone who can give me some anatomical tips to help make this model even better. I seem to struggle a lot with anatomy, so any guidance will be cherished.
Anyway, the series will probably end up something like this:
1. Model
2. Body Rig
3. Facial Rig
4. Adding dynamics (mainly muscle)
5. UV, texture and fur
6. Animaton
With maybe something about rendering in there.
While rigging and animation are definitely my strengths, everything else isn't. So this really will be an adventure for me.
Anyway, enough of the preamble.
This is a basic poly model made from a box and modelled in Maya. I won't be doing a high res version in zbrush or anything, as this whole thing will be covered from head to toe in fur so there's not a lot to be gained.
I have never used a muscle system before and dealt with sliding influences, so I was unsure on what details I should model. For example, I haven't added rib cage poking though his torso, as I will try and add that detail using influences.
So as a general rule, I only added the broader details, and I kept the topology as close to evenly sided squares as possible, their direction flowing down through the muscles.
tl;dr:
Please give me anatomical tips and/or feel free to ask me anything you want.
http://www.furaffinity.net/view/8766453/
I'm gonna end up animating this guy, and I figure I will update in instalments. That way if there's anyone out there who wants to ask any questions about anything, they can. And also if anyone wants to share some of their insights with me, then they will be greatly appreciated. At the moment, I would love to hear from anyone who can give me some anatomical tips to help make this model even better. I seem to struggle a lot with anatomy, so any guidance will be cherished.
Anyway, the series will probably end up something like this:
1. Model
2. Body Rig
3. Facial Rig
4. Adding dynamics (mainly muscle)
5. UV, texture and fur
6. Animaton
With maybe something about rendering in there.
While rigging and animation are definitely my strengths, everything else isn't. So this really will be an adventure for me.
Anyway, enough of the preamble.
This is a basic poly model made from a box and modelled in Maya. I won't be doing a high res version in zbrush or anything, as this whole thing will be covered from head to toe in fur so there's not a lot to be gained.
I have never used a muscle system before and dealt with sliding influences, so I was unsure on what details I should model. For example, I haven't added rib cage poking though his torso, as I will try and add that detail using influences.
So as a general rule, I only added the broader details, and I kept the topology as close to evenly sided squares as possible, their direction flowing down through the muscles.
tl;dr:
Please give me anatomical tips and/or feel free to ask me anything you want.
Category Artwork (Digital) / All
Species Dragon (Other)
Size 1280 x 1280px
File Size 530.9 kB
Haha, now you have me wondering what that comment contained. How very mysterious.
That's awesome man, 3d really is the shit. (not that I'm biased or anything :p) FWIW though, in terms of skills, I wouldn't worry too much about a lack of 3d or even animation 'skills'. Personally, I've learned that they are pretty easy to pick up. 3D in particular can look daunting from the outside or when you're beginning, because there is simply so much shit to learn. But in the end, as I have found, it's the skills you learn in 2d graphics that will set you apart or hold you back. Once you know how to push vertices to make a box into a character, the quality of the end result will depend on you knowledge of anatomy and form, and will only look as good as the concept art you created for it. So really, 3d is just the next step from 2d, rather than a skillset in itself. If that makes sense. Personally, I think my lack of such a background has not played in my favour, and even though it hasn't held me back yet, I figure it's only a matter of time until it does, so I'm trying to play catch-up now.
But I can see from your gallery that you have a nice base on all that to build upon. Do you plan on sinking your teeth into a 3d project in the near future?
That's awesome man, 3d really is the shit. (not that I'm biased or anything :p) FWIW though, in terms of skills, I wouldn't worry too much about a lack of 3d or even animation 'skills'. Personally, I've learned that they are pretty easy to pick up. 3D in particular can look daunting from the outside or when you're beginning, because there is simply so much shit to learn. But in the end, as I have found, it's the skills you learn in 2d graphics that will set you apart or hold you back. Once you know how to push vertices to make a box into a character, the quality of the end result will depend on you knowledge of anatomy and form, and will only look as good as the concept art you created for it. So really, 3d is just the next step from 2d, rather than a skillset in itself. If that makes sense. Personally, I think my lack of such a background has not played in my favour, and even though it hasn't held me back yet, I figure it's only a matter of time until it does, so I'm trying to play catch-up now.
But I can see from your gallery that you have a nice base on all that to build upon. Do you plan on sinking your teeth into a 3d project in the near future?
It was a comment for my journal where I discuss my hopes of a German comedian returning, but then... OH WAIT, NO! Where was my head! HIDE!!!
I'll have 3d in the course of my college studies, so I'm in no hurry really. I'll get to it in time, for now I'll just try to work on my comic and possibly push some more impressive 2d images. I'll also now apparently work at the marketing department of a clothe's store. I did an internship there where I processed photos and they liked my work so much they want to hire me as a real job, at least on the side of studying in college, so that's a step forwards
I'll have 3d in the course of my college studies, so I'm in no hurry really. I'll get to it in time, for now I'll just try to work on my comic and possibly push some more impressive 2d images. I'll also now apparently work at the marketing department of a clothe's store. I did an internship there where I processed photos and they liked my work so much they want to hire me as a real job, at least on the side of studying in college, so that's a step forwards
End career Path? DUDE, I'll be 25 this year! I got kicked out of the first college that I went to, then I went to a trade school which turned out to be a bit of a waste of time, then I went to a different college and had to leave not even a month in due to headache, which half a year later was diagnosed as being caused by a brain tumor! Then one month out of my life in the hospital, then months of recovery, AND THEN I got started with this college and now I'm on year 2. It's like my life was a continuous series of mistakes, and it's now that I've found the right path, that all the things from the past seem like wise decisions.
By 'end career path', I meant career at the 'end of your course', rather than 'at the end of your working life'.
I was basically asking if you were interested in getting into games/film/advertising/freelance etc. Or if you were just interested in the graphical field and were keeping your options opened/had no intention of specialising at this stage. I know I didn't know what I wanted to do with my course until after it finished. I just wanted to do 3D.
I apologise if my question caused you any distress.
I was basically asking if you were interested in getting into games/film/advertising/freelance etc. Or if you were just interested in the graphical field and were keeping your options opened/had no intention of specialising at this stage. I know I didn't know what I wanted to do with my course until after it finished. I just wanted to do 3D.
I apologise if my question caused you any distress.
No no no! I really do appreciate this!
To be honest there was a time when I thought video games were the only way to go, but as time goes, I notice I should think twice about that and find a nice balance. It should pay well, but it also should not be a boring unappealing thing to me.
Like this recent clothing store internship which the guys want me to continue for them. I went for it and will continue with it, but just to have it on my resume, and then I quit and don't want to come back, because it's nothing I'd even consider doing on a regular basis. I cannot see passion for clothes, it just get really boring for me. Like I could see the point of spending a couple of hours giving a video game character a slightly different kind of skin texture for example, but preparing photos of some rubber soles... ugh
I guess I still have to keep trying different things and hope to find something that would suit me a lot more, although I do realize that this sounds kind of childish, it is a job after all, I'm doing the work for someone else so they can sell stuff and this way get the money to pay me!
To be honest there was a time when I thought video games were the only way to go, but as time goes, I notice I should think twice about that and find a nice balance. It should pay well, but it also should not be a boring unappealing thing to me.
Like this recent clothing store internship which the guys want me to continue for them. I went for it and will continue with it, but just to have it on my resume, and then I quit and don't want to come back, because it's nothing I'd even consider doing on a regular basis. I cannot see passion for clothes, it just get really boring for me. Like I could see the point of spending a couple of hours giving a video game character a slightly different kind of skin texture for example, but preparing photos of some rubber soles... ugh
I guess I still have to keep trying different things and hope to find something that would suit me a lot more, although I do realize that this sounds kind of childish, it is a job after all, I'm doing the work for someone else so they can sell stuff and this way get the money to pay me!
Ah yeah, that's not a bad line to take. I'm one of those people who would rather do something they enjoy for a moderate wage, rather than hate what I do for a big one. I started out in the games industry on a really poor sum, but a few years later I have been lucky enough to get a decent enough one out of it. So it is possible XD.
Though of course there are other downsides to the industry. There's little job security, a lot of competition, and depending on the studio, a lot of overtime/crunch. I haven't worked in film, but I hear they have much the same issues, except they get paid more, have even more infrequent work (contracts), and have even more overtime/crunch. I hear mixed reports from advertising... its awesome if you work for a big brand company where you spend months getting something to look amazing, but if you work on the lower end and have to squeeze out an ad every day, then it sucks dragon balls.
It's a bit of a lucky dip too, some seem to have a seamless career, others can spend years hopping through failing companies and never release anything of substance. But that's just the creative industry I guess. You need a passion for it. If you don't enjoy doing the work, then it's kind of pointless trying to put up with all the other crap that comes with it.
And no, that doesn't sound in the least bit childish to me. You only live once. You only get one journey, so you have to make sure you only chose the paths you want to take. As I said, I couldn't stand hating my job. A lot of people can. But not me. It's not a sign of immaturity. In fact, I would argue the opposite. Generally, it takes a lot of hard work and risks to end up where you want to be. I'm not there yet, but the fun is in the journey itself.
That's just my take on it, anyway.
Though of course there are other downsides to the industry. There's little job security, a lot of competition, and depending on the studio, a lot of overtime/crunch. I haven't worked in film, but I hear they have much the same issues, except they get paid more, have even more infrequent work (contracts), and have even more overtime/crunch. I hear mixed reports from advertising... its awesome if you work for a big brand company where you spend months getting something to look amazing, but if you work on the lower end and have to squeeze out an ad every day, then it sucks dragon balls.
It's a bit of a lucky dip too, some seem to have a seamless career, others can spend years hopping through failing companies and never release anything of substance. But that's just the creative industry I guess. You need a passion for it. If you don't enjoy doing the work, then it's kind of pointless trying to put up with all the other crap that comes with it.
And no, that doesn't sound in the least bit childish to me. You only live once. You only get one journey, so you have to make sure you only chose the paths you want to take. As I said, I couldn't stand hating my job. A lot of people can. But not me. It's not a sign of immaturity. In fact, I would argue the opposite. Generally, it takes a lot of hard work and risks to end up where you want to be. I'm not there yet, but the fun is in the journey itself.
That's just my take on it, anyway.
actually you might be surprised. I kind of joked to a co-worker that we (3d) wouldn't be needed soon.
The rise in mobile and casual and indie games has really brought back the medium with a vengeance. And even the big blockbuster 3D titles need 2D concept artists. Though those guys are really, really, really cream of the crop level. But everyone starts somewhere.
The rise in mobile and casual and indie games has really brought back the medium with a vengeance. And even the big blockbuster 3D titles need 2D concept artists. Though those guys are really, really, really cream of the crop level. But everyone starts somewhere.
Ha, thanks a lot for the kind words and fave :)
Yeah, the underlying face count is 15.7k, including all the eyes and teeth and such. Though it has a smooth modifier on it which would mean the model in the renders is about 63k I guess. It's alright though, as it was never meant to be low poly, and I don't think I've been wasteful with anything.
Yeah, the underlying face count is 15.7k, including all the eyes and teeth and such. Though it has a smooth modifier on it which would mean the model in the renders is about 63k I guess. It's alright though, as it was never meant to be low poly, and I don't think I've been wasteful with anything.
Going overboard leads to nice organic smoothness, and I am sure stuff like muscle systems and sliding skin etc. But damn, its painful for absolutely everything else. I like rigging and skinning game characters because with popper topology, they are so easy to deform. I am NOT looking forward to skinning this model, and I am NOT looking forward to rendering it. :(
Out of curiosity, did you have much issue skinning your character? You seemed to have tackled a lot in your character... modelling, rigging, hair and a bit of texturing... did you have much 3d experience before that model?
Out of curiosity, did you have much issue skinning your character? You seemed to have tackled a lot in your character... modelling, rigging, hair and a bit of texturing... did you have much 3d experience before that model?
My poor computer (despite it's prowess) still struggles with that many polygons xD I usually just apply the smooth modifier during rendering because it's too difficult to actively work with so many ;w;
And have fun rigging x3
Issue...well a few little hitches, but I've been modelling for like 2 years now, and rigging for 1, this is just the first time I fully textured and gave a character hair, lol.
And have fun rigging x3
Issue...well a few little hitches, but I've been modelling for like 2 years now, and rigging for 1, this is just the first time I fully textured and gave a character hair, lol.
Very nice XD. I have never actually used any hair/fur stuff before, so that's completely new ground for me. Was it difficult to behave and render as you wanted in blender?
However I will sadly have to work with a smooth model in order to get this muscle system working properly, so no render time smoothing cheats for me :(. But that's OK since I told the guy in the computer emporium that I wanted all the RAM. And then he gave me 16 gig of it.
True story.
However I will sadly have to work with a smooth model in order to get this muscle system working properly, so no render time smoothing cheats for me :(. But that's OK since I told the guy in the computer emporium that I wanted all the RAM. And then he gave me 16 gig of it.
True story.
At first it was, yes, but then I discovered the trick to make it look more natural, and I was all like...doh x3
16 gigs of RAM? Lol my gaming desktop has 12 x3
Though I'm normally working on my laptop, and with Linux's GPU acceleration I can actually work (almost) as efficiently as I would on my desktop.
Wow. What are the other specs?
16 gigs of RAM? Lol my gaming desktop has 12 x3
Though I'm normally working on my laptop, and with Linux's GPU acceleration I can actually work (almost) as efficiently as I would on my desktop.
Wow. What are the other specs?
Hah, well hopefully I make a similar discovery when it comes time for me to do the same. And you totally took all the feathers form my cap. Here I was thinking I had all the ram. But you only left me the scraps :(
as form my other specs... i honestly cant remember sorry,and I'm not on it now to check. Its a year old. But it was top of the line at the time. As if I was going to play Skyrim on anything less. I am afraid to say that I am not the techno buff that you appear to be. I just stick to my windows 7 and me corn farmin'.
as form my other specs... i honestly cant remember sorry,and I'm not on it now to check. Its a year old. But it was top of the line at the time. As if I was going to play Skyrim on anything less. I am afraid to say that I am not the techno buff that you appear to be. I just stick to my windows 7 and me corn farmin'.
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