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Character Creation - The Body Shop Character development forum for users to post and recieve critiques! WIP's

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  #1 (permalink)  
Old 05-25-2007, 01:15 AM
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emily character wip

I ran out of steam with the last character so I didn't get to finish her, so I started a new one. Was inspired by Lomax and AndyH to try something a little cartoonish. The rig needs to be redone, I plan to start on that tomorrow after I get the dust out of my computer... it's starting to have temperature & fan probs again. And now that I'm back online, I can access some tutorials like the reverse foot rig & the 3 arm joints setup thing with the fkik switch that I have to redo.

here's a few renders I did in march







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Old 05-25-2007, 02:37 AM
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Re: emily character wip

Nice work so far, looks like you only have two expressions rigged to her face? If so, a couple more would be great to see, like the style of the character, the scenes detract from the good character modeling. Look forward to seeing more.
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Old 05-25-2007, 08:26 AM
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Re: emily character wip

Looks really nice. Mesh flow looks perfect to me. Giving skin texture and cloth simulations would be very attractive.
I think the feet and palm looks not perfect. Bit out of human. And if I am not mistaking there is a rigging problem with the left knee.
Hope to see more updates very soon
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Old 05-26-2007, 06:09 AM
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Re: emily character wip

yea, I didn't get around to making more blendshapes for more expressions... and I don't have a render of the more extreme sad expression, it needs a little more tweaking. But I wanted to touch base with Lomax and ask him about how he went about using Comet's pose deformer in place of blendshapes, combined with controls. It sounds like an interesting idea to try, and the file size is smaller than having a lot of blendshapes. Started out following the facial rig for delgo tutorial, but I hate painting weights. Had to give it a try though.



neil, about the leg, yeah.. I was just testing out the IK thing, and some of the control objects, I didn't edit the weights then. And that was before I had the 3 arm setup, or some type of contraint, so the shoulder flipped out when I tried to get the arms in some poses... I don't have that problem as much now. The problem I have now is the position of some of the joints, like the elbows for example. When I redid them, I had the position of the elbow joint right, but one arm had problems.. the IK was acting up. I tried to redo the arms several times, but things kept getting worse.. not only the IK problem, but also the FK controllers were flipping out. For about a month I didn't have access to the internet, so I couldn't use the tutorial I had used before & I couldn't figure out what was going wrong. I was doing the same thing to both arms, one arm would be fine and the other would wig out. Made no sense to me.

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Old 05-26-2007, 06:45 AM
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Re: emily character wip

Very nice, facial pose #3 is a killer, perfect #2 is good as well, but the third one is like "Yeah RIGHT!" just like a hot number would do, well with me anyway! LOL
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Old 05-26-2007, 07:01 AM
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Re: emily character wip

Hey facial expression looks very cool. Great going buddy. Waiting to see more more from you....
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Old 06-17-2007, 11:12 PM
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Re: emily character wip

perfect modelling and facial animation... just continue
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Old 10-19-2007, 06:45 AM
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Re: emily character wip

Been a while since I shared any updates here. It was like the next day or two since my last post in this thread that the cpu fan blew, along with the motherboard. My daughter had said there was smoke coming out of my puter. Luckily, the hd was ok, I didn't lose anything... that was a relief. Anyway, started another character to go along with emily and I had started testing out some hair for emily. I still have to touch base with Lomax about the pose deformers and how he was able to connect them to sliders. The hair still needs a lotta work.





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Old 10-19-2007, 05:41 PM
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Re: emily character wip

Are you modeling in Max, or something else? Looking good so far, except I prefer the cartoonish hair
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Old 10-20-2007, 06:02 PM
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Re: emily character wip

nah, maya instead of max. Hair just isn't easy either way. I've tried planes, cylinders, cut up poly boxes. It doesn't help when I have this animation in the back of my mind.
CGTalk - Cartoon Girl - Mary-Anne
post #133.
I was debating on whether to go with the curves for the bangs, and then solid hair for the rest... have the hair braided, then the braids can be controlled with joints and IKs.
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