Showing posts with label character modeling. Show all posts
Showing posts with label character modeling. Show all posts
Saturday, 17 June 2017
Tuesday, 30 December 2008
Uno Menos - Animasivo 2009
30DEC2008
Javier Garcia designed the characters for the new project. Thanks to Gerry G for the 3D modeling help.
Lightwave 7 was used for the 3D work.




I will post as we get further into the project.
.jpg)
02JAN2009
Another sketch from Javer Garcia and my 3D models.






Here's the second spaceship, design also by Javier Garcia, 3D models by me. No model has been finished so far.




11JAN2009
Small Update: Javier Garcia's alien sketch and my 3D model. Some updates to the Alien Spaceship, more details to come.



I was trying to complete this tutorial in order to add the thrusters to each spaceship. I'm using Lightwave 7 and I cannot find this option:

So, the result is that I can actually see the thrusters in VIPER but cannot see them in the actual render because the light is inside the object.

HELP!
-------------------------------
Problem Fixed:
By default each light has its SHADOW TYPE set as RAY TRACE. You need to turn off this setting if the light you want to see is inside an object. Thanks to Shrox for the tip.

21JAN2009
Small test of the 3 model using a matte painting by Javier Garcia
Prueba corta del modelo 3D integrado con un fondo 2D creado por Javier Garcia
22FEB2009
Uno Menos from _Pixel on Vimeo.
Javier Garcia designed the characters for the new project. Thanks to Gerry G for the 3D modeling help.
Lightwave 7 was used for the 3D work.




I will post as we get further into the project.
.jpg)
02JAN2009
Another sketch from Javer Garcia and my 3D models.






Here's the second spaceship, design also by Javier Garcia, 3D models by me. No model has been finished so far.




11JAN2009
Small Update: Javier Garcia's alien sketch and my 3D model. Some updates to the Alien Spaceship, more details to come.



I was trying to complete this tutorial in order to add the thrusters to each spaceship. I'm using Lightwave 7 and I cannot find this option:
So, the result is that I can actually see the thrusters in VIPER but cannot see them in the actual render because the light is inside the object.

HELP!
-------------------------------
Problem Fixed:
By default each light has its SHADOW TYPE set as RAY TRACE. You need to turn off this setting if the light you want to see is inside an object. Thanks to Shrox for the tip.

21JAN2009
Small test of the 3 model using a matte painting by Javier Garcia
Prueba corta del modelo 3D integrado con un fondo 2D creado por Javier Garcia
22FEB2009
Uno Menos from _Pixel on Vimeo.
Etiquetas:
2009,
3d,
animasivo,
animation project,
astronauta,
character modeling,
lightwave 3d,
science fiction,
work in progress
Wednesday, 27 August 2008
3D Cartoon Deer
27AUG2008

Here's an update of a new project
29AUG2008

Original artwork available at:
http://www.newtek.com/forums/showthread.php?t=87859
Advice:
How could I improve those hands? What is missing from the original artwork? What looks wrong? What looks right?
Throw some feedback...

30AUG2008

I'm about to finish this model. Rigging is the next step.
A few questions popped out:
How can I add detail (see the foot on the pic) but at the same time keep the polygons only in quads and triangles?
01SEP2008
Character Animation - Lightwave 3D from _Pixel on Vimeo.
Lightwave 3D - Rigged character from _Pixel on Vimeo.

Here's an update of a new project
29AUG2008

Original artwork available at:
http://www.newtek.com/forums/showthread.php?t=87859
Advice:
How could I improve those hands? What is missing from the original artwork? What looks wrong? What looks right?
Throw some feedback...

30AUG2008

I'm about to finish this model. Rigging is the next step.
A few questions popped out:
How can I add detail (see the foot on the pic) but at the same time keep the polygons only in quads and triangles?
Sprogger Too said...
Looking good.
With a model like this, wearing clothes it dosent need to be a single skin. you could cut the foot area into another layer and use knife or bandsaw to cut in the extra detail that you want. then put it back into the same layer and over lap the cuffs of the pants to hide the seam.
As to spinquads it is great for directing the flow of your polygons and reducing pinching in areas where a lot of polys meet at one point. If it is not doing what you expect try it a second time, there are tree possible states of two quads shareing an edge. The original pluss two more.
good luke with your rigging, looks like there are some great new rigging tools in 9.5 to experiment with.
01SEP2008
Character Animation - Lightwave 3D from _Pixel on Vimeo.
Lightwave 3D - Rigged character from _Pixel on Vimeo.
Etiquetas:
2008,
animation project,
cartoon,
character modeling,
deer,
lightwave 3d
Sunday, 30 December 2007
Dr. Eco - Animasivo 2008
30DEC2007
Yesterday I began modelling a Mad Scientist Mansion using Lightwave 3D, I will start posting updates of my models and I would apreciatte if you could leave any feedback, tip or shortcut. I may be missing something...or doing it completely wrong. I will need help on the lighting and Texturing Phase.




31DEC2007
This is not a big update, but questions start to up. How can I make lightnings that look real? I started working on 2 point polygons with a little blue tinted glow. They look crappy.

The image above (Pic01) shows on layer one the castle & on layer two the lightnings in construction. I used 2 point polygons.
Modeler Screenshot

Image above (Pic03) shows an early render test, I made a little animation of this and it doesn't look as bad, but I would like something chunkier, brighter...more real. Any suggestion is welcome.

Above: Pic04: shows the castle with the same texture, I don't know why there aren't many shadows. I turned to 0% ambient lighting and used a spotlight. Any ideas?
11JAN2008
I've been working slowly this week. I started with what is my first try to create a character in 3D, my target is something really simple as I don't have too much time to experiment. I'm happy with the way the head turned out, simple and cartoony, but I will start again with the body. I've never modeled, texturized or rigged a character. Please feel free to leave your comments on how I could improve the model or design. Thanks.
I can't decide if details for the body should be made on a UV texture instead of the model to maintain simplicity.
The mouth will be mapped as a bitmap since there are some dialogues and I think it fits better the cartoony look.
I decided to make some samples with saslite in order to see if I could show the hair I had in mind, after several tries with the wrong settings I got one sample where the hair was finally placed on the right spot, now I just have to tweak the settings in order to make it look more fluffy.
On the video, I added a scene with the camera going around the head, the head has a goaty and some hair to the sides, but as the camera turns the hair starts to disappear, why is that?
13JAN2009
I re-modeled the body of the scientist this morning. I think it looks better now.
I'm having problems with sas-lite, please read below.

Modeler Screenshot

Render with no Sas-lite (hair) applied

Sas-lite applied, but it won't show the hair on the opposite side of the head

Front view doesn't seem to have a problem
No hair?
Why is it that saslite won't render hair from some angles? I thought that it was because the camera was not seeing the polygon so I made that surface double sided but that didn't solve the problem, any ideas?
Problem was solved with the help of the following comment:
18JAN2008
Not too many updates, I'm rigging the model... here are some renders I've recently done.


26JAN2008


18MAR2008
I'm not too happy with the results, the video is too dark and time was not enough to finish the original idea. Here's the "final" render. I would like to re-work this in the future to make it better.
Yesterday I began modelling a Mad Scientist Mansion using Lightwave 3D, I will start posting updates of my models and I would apreciatte if you could leave any feedback, tip or shortcut. I may be missing something...or doing it completely wrong. I will need help on the lighting and Texturing Phase.




31DEC2007
This is not a big update, but questions start to up. How can I make lightnings that look real? I started working on 2 point polygons with a little blue tinted glow. They look crappy.

The image above (Pic01) shows on layer one the castle & on layer two the lightnings in construction. I used 2 point polygons.


Image above (Pic03) shows an early render test, I made a little animation of this and it doesn't look as bad, but I would like something chunkier, brighter...more real. Any suggestion is welcome.

Above: Pic04: shows the castle with the same texture, I don't know why there aren't many shadows. I turned to 0% ambient lighting and used a spotlight. Any ideas?
11JAN2008




On the video, I added a scene with the camera going around the head, the head has a goaty and some hair to the sides, but as the camera turns the hair starts to disappear, why is that?
13JAN2009
I re-modeled the body of the scientist this morning. I think it looks better now.
I'm having problems with sas-lite, please read below.

Modeler Screenshot

Render with no Sas-lite (hair) applied

Sas-lite applied, but it won't show the hair on the opposite side of the head

Front view doesn't seem to have a problem

Why is it that saslite won't render hair from some angles? I thought that it was because the camera was not seeing the polygon so I made that surface double sided but that didn't solve the problem, any ideas?
Problem was solved with the help of the following comment:
Sprogger said...
Its a while since I used sas, but I recall somthing similer that was solved by increasing the value to 100% in "render backside fibers" under the pixel filter.
I posted this over on the flicker group too.
Hope this helps
18JAN2008
Not too many updates, I'm rigging the model... here are some renders I've recently done.


26JAN2008


18MAR2008
I'm not too happy with the results, the video is too dark and time was not enough to finish the original idea. Here's the "final" render. I would like to re-work this in the future to make it better.
Etiquetas:
2008,
animasivo,
animation project,
character modeling,
lightwave 3d,
mad scientist,
work in progress
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