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Author Topic: non Sub-D face template for a future project  (Read 12863 times)

BOB_I_Ts

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non Sub-D face template for a future project
« on: March 16, 2010, 12:34:22 pm »

hi im new to 3d  ;D not but has been a while since i have
recentWIP.jpg
first model WIP in anim8or v9.7c
non sub-d mesh is based from the reference image in background so its not completely anatomically correct

non sub-d face has become plugin f8ce project click here ---> F8ceBodyWIP.an8 to see current progress
« Last Edit: April 17, 2010, 11:21:32 am by BOB_I_Ts »
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Olias

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Re: non Sub-D face template for a future project
« Reply #1 on: March 16, 2010, 12:59:30 pm »

Well, if that's what you came up with and you're new to 3D, then you're way ahead of the curve.

From what I can tell, you've got good edge looping going on, and that's pretty critical for properly animating a face.

The only oddity I can see that doesn't seem to go with the rest of the edge flow is those two quads to the side and slightly above the mouth.

Other than that, very good work.  This is definately the way to start if you're going for organics.
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$imon

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Re: non Sub-D face template for a future project
« Reply #2 on: March 16, 2010, 03:37:16 pm »

Don't believe a word he says Olias! haha..

Good to see you back Bob.. Your mesh is looking alright, as Olias pointed out the loops can be improved in some areas
Look here for the general loop-routes: http://i9.photobucket.com/albums/a84/Monkey_Knife_Fight/EdgeLoop1.jpg

Needs some tweeking but it's a good start! Good luck!
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BOB_I_Ts

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Re: non Sub-D face template for a future project
« Reply #3 on: March 16, 2010, 05:47:50 pm »

haha thanks for tips yes i think model cage is way to high poly for what i intended il scrap it and try another 
 
Thanks for showing me that wirecage $imon its perfectly optimized im in love :D "the wire cage i mean"

I set my self a a steep goal to make face into a parametric with attribute options like bloated to dissolved to aged similar to morphs but each facial feature has its own attribute of course loads other stuff like like parting of eyes nostrils scale and offsets etc even non symmetry changes if it works.
 
so i need make sure polys are not wasted at same time allowing as many key features to make variations look as distinct as possible at same time keeping a8s small as well
3 theory's i have so fare is have a multiple magnet primitives (virtual pins) which linked to groups vertices from a loaded mesh command script or make multiple primitives then create some command that merge them together or have it single object with values change from the attribute editor menu
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rellik420

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Re: non Sub-D face template for a future project
« Reply #4 on: March 16, 2010, 09:38:24 pm »

i dunno wtf u just said... but a mesh is a mesh. it really depends on a few key things.

(im still not great at this whole 3d thingamagig)

1: is polygons. if you need a certain amount of polies (say... 10k-12k) shoot for that (usually used for video games.)

2: the edge flow. its mainly used for rigging. theres a reason why faces are done this way. anim8or uses morphes, some other programs basically use rigs to make morphs. (so ive read).  but its still the same set up. eyes/brows lips/chin then the rest of the face/head.

3: for a still render you can make it how ever you want. pretty much whatever works works. but i think you should "go with the flow". it works with stills and animations.

your face is pretty good except fo the eird square that every1 else is concerned by. ( i am too). if its something that you need for what your doing keep it. but if not u can easily mess with it and make it into a "normal" loop. if theres no real reason for it. then make it the norm.

it has a good shape to it. its really up to you how many polies you want it. and if you dont want to use "NURBS" (aka sub division) thats most liley use for a game engine. and they usually have set polies per frame (i think). if ur not using other software and your worried about render times, then forget about the render times. u can render while you sleep.


please expain the vurtal pins.

from what i think they are... is u set 1 vert for a group or verticies. ( say the corners of the mouth. you have 1 verticy controlling the (x number) of verts on the corner of the mouth.) so you can make a sad or happy face.

from what ive gathered from you past few posts your more an asl guy more than a modeler.
« Last Edit: March 16, 2010, 09:45:23 pm by rellik420 »
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kreator

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Re: non Sub-D face template for a future project
« Reply #5 on: March 16, 2010, 09:49:59 pm »

Rellik: I think you might find that BOB_I_Ts is proposing an ASL script to make face meshes ( but I could be wrong! BOB 
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RudySchneider

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Re: non Sub-D face template for a future project
« Reply #6 on: March 17, 2010, 12:34:44 am »

...from what ive gathered from you past few posts your more an asl guy more than a modeler...

It would seem, relliik, that you don't know that Bob_I_Ts is a LONG-TIME Anim8or user, and a great modeler.  Though, I must admit, I don't understand why his post count suddenly dropped to Newbie status.
« Last Edit: March 17, 2010, 12:45:47 am by RudySchneider »
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cooldude234

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Re: non Sub-D face template for a future project
« Reply #7 on: March 17, 2010, 04:20:35 am »

LOL, Thats funny how you put "not but has been a while since i have" in. Good head though, somthing does seem a bit off, cant tell what it is right at this moment.
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hihosilver

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Re: non Sub-D face template for a future project
« Reply #8 on: March 17, 2010, 05:45:11 am »

Yep, Bob_I_Ts has been around since long before Simon and I.  I don't know about Rudy ;)

Very ambitious project Bob_I_Ts!  But hey, if you can do it that's amazing!  The virtual pins idea sounds the most reasonable to me.  I don't know too much about ASL, but I'm not sure you can merge items with it.  Basically I would think that each attribute would affect certain parts of the model in different ways.  For example, age would have some different effects.  Between young ages, the face would take on a more defined look, while younger ages would be less defined and more childish (larger skull in comparison to rest of face, softer jaw, etc.)  High ages would inset some vertices to form more wrinkles and perhaps take away some fat from the face.  Thinking about it makes it sound a bit crazy to me, but awesome if possible!

As for the face, it seems a bit flat in the front, not enough curve to the skull.  Good start though, I'm sure Simon's references will be of use!

Great to see you back in the groove of things though!  Love it!
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BOB_I_Ts

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Re: non Sub-D face template for a future project
« Reply #9 on: March 17, 2010, 11:32:16 am »

If you dont know of Lloyd or elimar48 then i was around befor your time !

yes general idea would be plugin ,itle maybe multiple attempts before it would be useful

(virtual pins) is just term i thought up as i was posting
it would just be single plugin shape maybe just cylinder in appearance ,with an int parameter to assign to ID group of vertice/ (points selection group)but specific to the scripted model so when pin would move and rotate so would the points but also extra parameter in the pin would change more shape to specific group (asl: scale_x ~ y ~ z non-unform scales)
each ID group would technically be a sub-parametric object controlled by assigned (virtual pin)
virtual pins could also then be used for other load script models !
as you see im thinking way to fare ahead on theory's on how to make the plugin haha

remodeled useing wirecage map as guide thanks $imon

i think i could keep it under 100k nice
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rellik420

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Re: non Sub-D face template for a future project
« Reply #10 on: March 17, 2010, 08:01:09 pm »

that looks alot better. and you did it with less poly's. keep "plugin" away at it and im sure ull get what you need for what ur doin. good luck
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BOB_I_Ts

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Re: non Sub-D face template for a future project
« Reply #11 on: March 18, 2010, 01:56:17 pm »

haha rellik420



gues this makes cage template seems complete
Next step making a puffy bloated morph and a narrow dissolved morph ! barry manilow and mike tyson are maybe two opposites that would work !?
The neck n-gon on this mesh 16 points to bridge to a body mesh
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BOB_I_Ts

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Re: non Sub-D face template for a future project
« Reply #12 on: March 19, 2010, 11:31:18 am »

morph 1 complete
morph1.wmv
bet you cant gues who it is ?
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$imon

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Re: non Sub-D face template for a future project
« Reply #13 on: March 19, 2010, 12:34:25 pm »

It looks like a black person maybe? a wider nose, bigger lips. I can't recognize them though...

Your morph looks better than your starting model to be honest.. I guess it doesn't matter as long as the edge loops are looking good.

Can't wait to see what else youre coming up with! Good luck.
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Arik_the_Red

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Re: non Sub-D face template for a future project
« Reply #14 on: March 19, 2010, 02:33:03 pm »

Bob, this is great! Looking over your meshes helps me a lot, because I am normally prone to just "doing it off the cuff" when making things, and not eyeballing other samples. So, when I started modelling heads and trying to get them in a way the felt right, I was not sure if it "was right" for the way things are done.

It seems that I have been on the right track though, when I see what you have made here. 

By the way, is it just me, or are ears a pain in the arse?
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