Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

Pages: 1 [2]

Author Topic: Skertch #1 -- [ Model A Mannequin ]  (Read 8041 times)

DragonSlayer

  • Full Member
  • ***
  • Posts: 110
  • Now lets try to find that dragon...
    • View Profile
Re: Skertch #1 -- [ Model A Mannequin ]
« Reply #15 on: June 11, 2015, 07:46:56 pm »

davdud101, much better! Mirroring subdivision meshes always seemed like something that would be easy for Steve to implement. Someday....

Weird, I've been able to mirror subdivision meshes, and convert mirrored into subdivisions (that remain mirrored). The only tool that doesn't work with them that I've noticed is the add edge tool. (I'm using version 1179)

A short gif like this isn't the best proof, but I'm too lazy to record video of me doing it. I did an extrude, then moved the resulting faces.
« Last Edit: June 11, 2015, 07:49:06 pm by DragonSlayer »
Logged

Raxx

  • Administrator
  • Hero Member
  • *****
  • Posts: 1450
    • View Profile
Re: Skertch #1 -- [ Model A Mannequin ]
« Reply #16 on: June 11, 2015, 08:10:38 pm »

DragonSlayer, I'm talking about Build->Mirror Image, not active mirrored shapes. I suggested changing the names and features of the mirroring tools in the past but hey, who doesn't like confusion in a tool aimed at beginners :P
Logged

AlecJames

  • Jr. Member
  • **
  • Posts: 93
    • View Profile
Re: Skertch #1 -- [ Model A Mannequin ]
« Reply #17 on: June 11, 2015, 10:45:19 pm »

I don't know what it is or how it evolved.  Maybe it flew into a window at high speed?  Is it easier to make a skeleton in figure editor and attach shapes to the bones?  I found that aligning the shapes was fiddly. 
« Last Edit: June 11, 2015, 10:49:16 pm by AlecJames »
Logged

davdud101

  • Sr. Member
  • ****
  • Posts: 950
  • Couldn't ever use Blender or Maya. Anim8or's good.
    • View Profile
Re: Skertch #1 -- [ Model A Mannequin ]
« Reply #18 on: June 13, 2015, 02:08:39 am »

@AlecJames, one thing I particularly like about your style is that it's both simplistic, yet accurate. I feel like you always know what you're aiming for. Nice work :)
Logged
?

AlecJames

  • Jr. Member
  • **
  • Posts: 93
    • View Profile
Re: Skertch #1 -- [ Model A Mannequin ]
« Reply #19 on: June 13, 2015, 04:28:44 pm »

Thanks davdud101 :)

I found an image for inspiration and then set about re-creating it in 3D. 

I hope I haven't deviated too far from the rules. 

I can't remember why - part way through I joined the top part of the legs to the body with join solids.  Once done, I cannot see a way to split / ungroup or otherwise separate - can it be done? I tried selecting the points so I could cut and paste but it wouldn't let me cut.  It won't take long to delete / redo those parts, I was only asking to see if there is a way.
Logged

kreator

  • Hero Member
  • *****
  • Posts: 1116
  • Anim8or, Blender, & Carrara. A Great Combination!
    • View Profile
    • Anim8orWorld
Re: Skertch #1 -- [ Model A Mannequin ]
« Reply #20 on: June 13, 2015, 09:35:02 pm »

To Split/Separate parts from a joined solid, select all their faces in point/edit mode, and go to Edit/Detach faces.
 In object mode you then be able to move the detached object
« Last Edit: June 13, 2015, 09:35:45 pm by kreator »
Logged
O

ENSONIQ5

  • Sr. Member
  • ****
  • Posts: 929
    • View Profile
    • Mission Backup Earth
Re: Skertch #1 -- [ Model A Mannequin ]
« Reply #21 on: June 14, 2015, 01:40:08 am »

This reminded me how rubbish I am at organic modelling, but on the up-side I have a much better understanding of T-Rex anatomy!

The difficulty with this 'mannequin' is that it isn't really possible to simplify the structure anything like as far as you can with a human, since the spine and tail need to be much more flexible if the model will eventually be pose-able.  I reduced the number of vertebrae significantly but it'll still be a bugger to rig. Having bitten off more than I can chew again, I look forward to the 'chewing like crazy' bit to come...

NB: I added some articulation mechanisms as separate shapes to make it appear more like a physical mannequin, however these can be removed with no effect on the eventual rig.  Also, while the teeth aren't strictly required, it looked silly without them!
« Last Edit: June 14, 2015, 02:03:11 pm by ENSONIQ5 »
Logged

AlecJames

  • Jr. Member
  • **
  • Posts: 93
    • View Profile
Re: Skertch #1 -- [ Model A Mannequin ]
« Reply #22 on: June 14, 2015, 08:23:47 am »

Thanks Kreator - it takes only a few seconds when I found "select connected" - so simple when you know how :) 

ENSONIQ5 - impressive. It would have taken me ages just to get a collection of boneish objects :)
Logged

ENSONIQ5

  • Sr. Member
  • ****
  • Posts: 929
    • View Profile
    • Mission Backup Earth
Re: Skertch #1 -- [ Model A Mannequin ]
« Reply #23 on: June 14, 2015, 02:12:45 pm »

It would have taken me ages just to get a collection of boneish objects :)

The majority of the bones started as simple, low-poly lathed cylinders that were tweaked a bit before subdividing and there's a fair bit of shape duplication (finger and toe bones & claws and the ribs are all identical other than scale, and there's only three types of vertebra).  The skull and pelvis were most complicated due to the really unusual shapes that are tricky to gather from photos.  These and the breastbones started as extrusions from a free-hand closed spline before being manipulated into something like the shape required and mirrored.  It did result in some tricky mesh cutting to ensure all quads, to be honest it probably would have been better to box-model the skull in particular.  As I said, I suck at organic modelling!
Logged

KyleSan

  • Jr. Member
  • **
  • Posts: 57
    • View Profile
Re: Skertch #1 -- [ Model A Mannequin ]
« Reply #24 on: June 21, 2015, 06:22:58 pm »

Hi guys, its been forever.

Made my entry today. Look forward to seeing how this skertch thing evolves.

Cheers
Logged

davdud101

  • Sr. Member
  • ****
  • Posts: 950
  • Couldn't ever use Blender or Maya. Anim8or's good.
    • View Profile
Re: Skertch #1 -- [ Model A Mannequin ]
« Reply #25 on: June 23, 2015, 08:40:16 pm »

WOW Kyle!! I love your design... very nice 'humanescence' (a word I just made up), nice feline accentual features, and overall clean and well-modeled. That's one I'm eager to see rigged and animated.
Logged
?

KyleSan

  • Jr. Member
  • **
  • Posts: 57
    • View Profile
Re: Skertch #1 -- [ Model A Mannequin ]
« Reply #26 on: June 24, 2015, 03:59:49 am »

Thanks davdud. I look forward to seeing how this skertch will evolve. All the models on here look great. Im also glad to see how many people replied to this thread. Our little anim8or community is hungry for a little interaction haha.
Logged

davdud101

  • Sr. Member
  • ****
  • Posts: 950
  • Couldn't ever use Blender or Maya. Anim8or's good.
    • View Profile
Re: Skertch #1 -- [ Model A Mannequin ]
« Reply #27 on: June 25, 2015, 12:07:17 am »

I'm with that, Kyle, interaction... It's nice to see a new challenge that everyone can easily and quickly jump into.

Curious, Raxx- when does the challenge 'end'? (or we move to #2?)

I sadly don't think I'll be able to do any further challenges because I'm moving out of the country for a year and I'll only have my Macbook :'(
Logged
?

Raxx

  • Administrator
  • Hero Member
  • *****
  • Posts: 1450
    • View Profile
Re: Skertch #1 -- [ Model A Mannequin ]
« Reply #28 on: June 26, 2015, 02:22:46 pm »

Great work guys :) I'll post the next challenge up shortly. These challenges don't have an end date, people who want to post an entry (like me ;)) can do so at any time.
Logged
Pages: 1 [2]