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Author Topic: non Sub-D face template for a future project  (Read 12317 times)

BOB_I_Ts

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Re: non Sub-D face template for a future project
« Reply #15 on: March 19, 2010, 03:33:59 pm »

i always been point per point / it think the term they give it nowadays is edge modeler ,in mho is best method to get the mesh you want
 
ears yes  the y shape crease in side them are a nightmare in low poly for me i prefer to cheat just texture the ear silhouette after haha

morph2.wmv
two morphs mixing by looks of it i may not even need to use attribute as parameters variation is already between 2 morphs
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BOB_I_Ts

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Re: non Sub-D face template for a future project
« Reply #16 on: April 17, 2010, 11:17:21 am »

i have began to model the body onto model which will be base mesh in a plugin code named f8ce
F8ceBodyWIP.an8
objects contained in WIP~
F8ce body :mirror x edge loop will be removed from final model
hand :just box modelled (limbs were set to n-gon 8 for bridge command)
foot :box modelled
ear :wire adjusted so user can extrude the y shape in ear
eyes :hmm

At present optimizing the 3d wire cage is most important so instead posting multiple images for you to see wires il post the project (above) instead then i will reply every time i update file .

no criticism is needed for issue with shape ..just Yet! because like i typed some ware before the way the script works mean that the model will need a dissolve ( dwarfed and boney/min 0.0%) and bloated (bulbous giant/max 100.0%) to find the base version (default/50.0%) with out actually seeing it
! it could be cross between LOTR gollum and 40k nurgle haha
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MP3D

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Re: non Sub-D face template for a future project
« Reply #17 on: April 18, 2010, 03:45:18 pm »

Hi, BOB_I_Ts

I just had a look at your model and the wire cage. I do have a question on why you choose to break the edge loop flow around the rib cage, near the pelvis area? The only reason I can think of is, you are wanting to deform this area for muscle with your plug-in???
but keeping the edge loop flow will do the same thing. Also there is an issue around the mouth area the edge loops break. and at the bottom of the cheek bone there is an edge loop that goes no where.

I am pointing out what I see, and I have no idea how detailed ( as in edge loop flow) you want this model to be for your plug-in.

other then that the edge loops look really clean. ;) ;) ;D

As for the poly count, I believe you are right on the mark for deforming the mesh in any area you want with no problems.

Hope that helps.

MP3D
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BOB_I_Ts

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Re: non Sub-D face template for a future project
« Reply #18 on: April 19, 2010, 05:57:57 am »

hello MP3D good to see other senior anim8ors still around  :D

thanks for advice i change rib wire so quad loop selects can be used there ,i see were you mean i originally split few edges to match the divisions on sphere primitive i guess doesn't really matter if  socket match the divisions of the sphere

reason was i hoped when model complete it would have no holes (green edges)

file updated object list changed
foot : unchanged
eyes : unchanged "connected to cheek issue"
dissolve : nothing yet
bloat : editing box modelled hands bridged & ear edit merged

shape edit partially began based from running make human app in background
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BOB_I_Ts

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Re: non Sub-D face template for a future project
« Reply #19 on: April 20, 2010, 11:02:43 am »

is this better MP !?

file update foot attached
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MP3D

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Re: non Sub-D face template for a future project
« Reply #20 on: April 20, 2010, 11:22:39 pm »

This is my opinion on edgeloops. I expanded the mesh a lot so you can see the loops around the mouth...etc....



oh and I played around with your model again and used the (select edgeloop) and i was surprised to see that the whole loop, started at the mouth and went all around the skull and back. I need to use that in my work flow. I am going to study your work flow and see if I can work it into the way I model and still keep my edge loops...


MP3D
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BOB_I_Ts

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Re: non Sub-D face template for a future project
« Reply #21 on: April 22, 2010, 04:34:35 am »

thanks for ref ok i tried to tweak wire some so detailed regions are compatible with out changing the seam so can reattache the face
orang faces are out limits of each quad ring so user can add edge loops
nose edge loop doesnt fully loop but seems to separate from bridge of the nose which seems ok as quad ring loop can be add around it
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BOB_I_Ts

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Re: non Sub-D face template for a future project
« Reply #22 on: April 22, 2010, 11:42:06 am »


an8 updated

to me model seems ready for me to start the hard part , what do you guys think !
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BOB_I_Ts

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Re: non Sub-D face template for a future project
« Reply #23 on: April 23, 2010, 08:29:04 am »

test run in trinity export script looks promissing that will be no problems trinity.a8s
an8 file updated
object list
dissolve thin form will be defaul 0 % cage mesh
bloat no change this model will be used as ref for finding attributes "i hope to use point3 attribute so less attributes need to be put in editor"
praportions typo proportions oops test show scaling should be no problem yay
« Last Edit: April 23, 2010, 09:17:02 pm by BOB_I_Ts »
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Arik_the_Red

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Re: non Sub-D face template for a future project
« Reply #24 on: April 23, 2010, 01:40:54 pm »

I look forward to seeing how this fella moves!  Very nice, "realistic" figure  (patting my fat belly)
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floyd86

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Re: non Sub-D face template for a future project
« Reply #25 on: April 23, 2010, 03:34:24 pm »

Looking good bob, only the edgeloops on his chest aren't really good.
The edgeloops should follow the chestmuscles or the shoulder to the arm.
more like this:

BOB_I_Ts

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Re: non Sub-D face template for a future project
« Reply #26 on: April 23, 2010, 08:49:10 pm »

made change in chest
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3Dgeek11

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Re: non Sub-D face template for a future project
« Reply #27 on: April 24, 2010, 02:04:57 am »

Looking good. :) I have a bit of trouble with people, and yours is probably better than mine. ;) But I kind of took care of that problem. Needed to learn the anatomy better. I did, though. Haven't done much 3D modeling since then, though. :P

Keep it looking good. =]
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BOB_I_Ts

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Re: non Sub-D face template for a future project
« Reply #28 on: April 24, 2010, 04:20:53 pm »

na anatomical study of dudes would bore me perhaps on the female plugin i might haha
the original plan for plugin was giving user control over some of the attributes changing variation also in knowing that anim8or has sub-d as option only requires a low poly mesh which can then be easily fine tweaked by modellers and easily to understood for newer users and animators

Im 3d old school i use method point per point so i tend not to follow any modelling method styles because point per point is all of them i also haven't modelled stuff in while so i fail to notice this edge loop method i do remember markyjurky once tryin to explain them to me once i kinda understand them now as animation related to muscle flexing etc yes ! anyway il stop rambling

i have some questions
1) do you think the wirecage is complete ? ( i have to restart attributes objects from scratch each and every time wire cage change.. not forgetting uvwrap  :'( )
2) im using 1440,900 res desktop mode should i rescale the model smaller so it fit into active view port im unsure how model is viewed in other res
3) should model be set to spawn standing on origin or centre of origin from mouse pointer
4) should i model in mouth interior ?
5) does any one see figer rigging problems that may happen in current model ?

in advance thank you very much for feed back
al special thanks to all those assisted me sofare

i have updated F8ceBodyWIP.an8 with current wirecage in object:dissolve
bloat no longer share same cage but will stay in an8 to use as ref finding the 0.% to 100.% attributes ,as see the attribute list is quite long eek
object: "Par_insert name" will be pre-sets which may not be fully compatible with the attributes
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3Dgeek11

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Re: non Sub-D face template for a future project
« Reply #29 on: April 25, 2010, 01:43:14 am »

Quote from: BOB I Ts
na anatomical study of dudes would bore me perhaps on the female plugin i might haha
Of course. :P I just really realized how simple the female anatomy is, and it's not that hard to model. Just gotta do it right. ;)

About the questions: I have no idea, haha. I'll let someone else answer those. ;)
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