Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
its got a really hearty deep sound to it. perfect for that drop-d stuff. i have a fender amp, bought for the warmer tones the band i was in, wanted, but i played through a marshal stack in a studio once, was in drop-d for the song we were recording, and got just the single, best, 'made-me-happy', sound id ever played. it sounded exactly like silverchairs guitar sound from 'freak show'. that was 12 odd years ago now but will never forget it. your sound reminded me of it.
i would have thought as a car modeler, if anyone would be good at following reference, it would be you. the move and move topo elastic brushes in z are great for quickly shaping and adjustin basic form. thats how i reshaped the jaw on my skull...took like, all of 30 seconds.
Hi Ben, the Demon character looks slightly off to me. I think the arms need to be a bit larger to match hes mass. I hope you dont mind but I took your image and scaled them up by about 8 percent I guess. They might also need a bit more mass added but think this would look better in my opinion. I also moved them up slightly to demonstrate what I mentioned in my thread. Just feel it will help with the rigging if you use the transpose tool and adjust them to something more like this.
Keep up the great work though Ben and look forward to seeing more on this.
Course I dont mind...and thankyou. I don't know which of the characters to try and rig, but this demon guy may be a good start cause he's got no props to complicate things..
I haven't had a chance to play through any awesome setups yet, I think the way I have it now is the best I've managed. Sounds better to me than a Line 6 Spider 3 that my friend has, so I'm pretty happy
I have no problem following reference, but the shape is just too organic for my brain to figure out. Once an object gets to a point where it's that much curvyness with barely any hard edges I just can't comprehend it D:
Making a start on Sculpting this proper now. Just spent the best part of the last two hours trying to break it all up into manageable parts and get it uvd. There was 103 objects that made her up so Ive grouped a few of em up, and, after trying to halve everything so I just uvd one side of the model, I realised I didnt really know how that worked in Zbrush, as I lost the ability to sculpt with symmetry, which I didnt think was going to help. Ive ended up getting it down to 7 subtools with 3 4098 uv maps, and with symmetry intact. Then I realised Id missed a part out so went back and made that. Just a small piece, so I may add some other geometry along with it and try and squeeze one more uv map out of em later on. 3 x 4098px maps seems excessive. Dont know if it is for a model like this. Live and learn.
Just a quick idea of the direction this is going. Just hanging round levels 3 and 4 at the minute. I think the cloak looks like its heading in a messy direction but I think im on top of it and can turn it round later on.
Edit: Shot2: Few more details gone in. Some bits I like - bra area.... other bits are a bit ropey - trousers/crotch material pinching.
Just dug out from the bottom of my leaning tower of dust covered books, an animation handbook. Gonna try reposing the demon guy and copying the reverse foot setup rig from that book into him.
Last edited by ben hobden; 25-06-2011 at 07:33 PM.
A little update on the skull. Been playing around with the shapes on the side of the skull, below, and where the ear would go. And playing a little bit with some different strokes, to get a different quality of surface. Not quite as real as the harder surface before, but nice in its own way I think. I find myself thinking back to lessons in sculpture and figure drawing Ive had in the past when using Z, about 'painting with light and shade', and quality of line and stuff. Great stuff.
If I am honest the jaw looks over worked on the skull, but still a very good looking model. Only just seen this thread and must say your work has improved a vast amount well done.
Cheers. I agree about it being overworked. The skull is kind of an anamoly cause it was a prop for Meryl Felstorm, and its in the female character too, but I just started sculpting it for its own sake, with no real direction. Back in Art A-Level I was really into (as lots of teenage art students are) expressionist stuff..... paintings, prints and drawings with good gestural marks, like Oskar Kokoschka, Albrecht Durer, Van Gogh (think Stary Night), Edvard Munch, Hans Belmer....e.t.c. Sometimes I get in the mood to just work like that, and I guess I was in that mood last night. Was enjoying just 'describing forms' and stuff.
The skull is looking cool Ben, I do agree with tweety though that it may be a tad over done, but the female character is looking really excellent! Ill look forward to seeing what you do with her!
The only part that looks a little off is her cape, in the middle near the top it dips in too much, but apart from that loving it.
The weather has been far too hot here hasn't it, so glad for the rain today, and I took the day off so that was a bonus (would've been working outdoors all day)
Cheers. Yeah the heat was pretty harsh. I was on a fag break at work today when the thunder came our way, was just on my own in the smoking shelter with the rain hammering down all around. It was cool. And then a crack of thunder that Ive never heard before, it sounded so close, like, pretty much its source must have been right overhead....it was pretty incredible.
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