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Messages - Arik_the_Red

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721
Finished Works and Works in Progress / Re: Making "Sarge"
« on: March 23, 2009, 02:11:28 pm »
Thanks, Andrew.

I do want to see my work brutalized with some critical analysis. I don't know that I'm really approaching this the right way. Despite having messed around with anim8or for close to 3 years, I've really kept in the shallow waters, and have had a lot of gaps in between working things.

722
Finished Works and Works in Progress / Re: Making "Sarge"
« on: March 23, 2009, 12:09:28 am »
Building Brow and Forehead
Now we return to work with the eye socket.  You may choose to hide the eyeball and eyelids, or keep them visible as you choose.

Start in the Point Editor. Use the "Edge Select" tool and select the edges that you will "grow" the brow from - the foremost upper edges of the eyesocket, per this drawing:  http://s33.photobucket.com/albums/d69/aric_001/SARGE/?action=view&current=browridge1.jpg

Then switch to the "Extrude Edges" tool, and draw forth your first extrusion, as shown here:  http://s33.photobucket.com/albums/d69/aric_001/SARGE/?action=view&current=browridge2.jpg

After this, adjust the newly extruded edge using the "Non-Unifrom Scale" tool, Move" tool, and scooting indivitual points around until you have the new edges in the order you like: 
http://s33.photobucket.com/albums/d69/aric_001/SARGE/?action=view&current=browridge3.jpg

Select the new edges again, and create another extrusion, likewise adjusting, re-sizing, and re-arranging as you begin to work up to form a brow.

Repeat this process a few times as needed to bring the brow up and form into the forehead. It may be that you need to create a few lines here and there to bring outer areas together and create new faces to fill gaps.

http://s33.photobucket.com/albums/d69/aric_001/SARGE/?action=view&current=browridge4.jpg
http://s33.photobucket.com/albums/d69/aric_001/SARGE/?action=view&current=browridge5.jpg

After working these techniques some, you should be able to come up with a complete brow and forehead.  Then you can mirror the object and see how things look.  In the following image, and the final render at the bottom, I have taken the liberty of mirroring, joining solids, and "Smoothe Angles" to 180, to see how well the whole thing fits together. 

http://s33.photobucket.com/albums/d69/aric_001/SARGE/?action=view&current=browridge6.jpg

Very important, I do NOT save the mirrored and joined work... It is only for me to look at and verify that things will be coming together properly. 

I "undo" back to the point before mirroring, and then continue on with the work.

If for some reason you cannot undo, it simply means you will have to delete the points on the side you created when mirroring.

Not bad for a longtime Noob, I think...


Next we will use the same techniques to form the upper cheeks out of the lower eyesocket edges, and of course we will have to come up wiith a nose.

723
Finished Works and Works in Progress / Re: Making "Sarge"
« on: March 22, 2009, 08:17:59 pm »
Making the Eyeball

If you have not already made a sphere to represent the "eyeball", do so now...  Create a sphere as follows:
--Sphere 47 Dia
--Long 16, Lat 16
Mesh Editor (double-click on the object): X = -30, Y = 0, Z = 0 (centered within socket and eyelids), Smooth Angle - 180 for more roundness
Convert to Mesh
Rotate the sphere X = 90 degrees

Hide everything except the eyeball.

Now the following color textures for use:
-- Eye: White
-- Iris: I made mine brown for mine
-- Pupil: Absolute black (Trans = 1, color = black, all other settings to 0)
-- Eye Lens: Clear and shiney, (Trans = .1, color = white)

The lens and eyeball are going to be separate objects made from the same size sphere.

Copy and paste, creating a 2nd sphere. Move this sphere out of the way for later work.

Apply the eyeball white texture to the 1st sphere.

Select and apply the iris and pupil textures, getting this result: http://s33.photobucket.com/albums/d69/aric_001/SARGE/?action=view&current=eyeball1.jpg

Flatten the Iris/Pupil Area: In Point Editor, select the inner ring outlining the pupil. In "Left View", move the points until they are flush with the outer iris ring. Likewise select the next ring and move it until it is also flush with the iris ring, resulting in:  http://s33.photobucket.com/albums/d69/aric_001/SARGE/?action=view&current=eyeball2-1.jpg

Create the "Lens": No, this is not technically the anatomical eye's lens... it is the clear cover that goes over the iris, to give that extra dimension of realism the I like.  Take the 2nd sphere that you had set aside, and remove all the points/edge lines except for the three front-most circles. Apply the clear "eye lense" texture. Move the "lens" until it is located exactly over the iris, essentially sitting in the same position as where the iris/pupil area domed outward before you flattened them.

You may now group, or "join solids," the lens and eyeball proper.

Eyeball is done... so go and "Show All"... and then you can do the mirroring of everything made, and get a better eye-dea of what you're face is shaping up like.


From this point on, directions are going to get less detailed, and depend more upon your ability to manipulate things the way that look right to you. That is because we are going to get back to working on the eye sockets, and extruding edges to "grow" the eyebrows, cheeks, etc. and some things have to be visualized since they cannot be accurately, easily described in text.

You may opt to keep the mirrored eyeball and eyelids in place if you don't plan to make any other modifications to them.  The mirrored eyesocket will be updated as the extrusions and other editing of the "original socket object" progresses.

724
Finished Works and Works in Progress / Re: Making "Sarge"
« on: March 22, 2009, 06:29:33 pm »
Creating the Basic Eye Sockets

Create a sphere and located it at 0. 0. 0 (for ease of relocating as needed later):
--Sphere 50 Dia
--Long 16, Lat 12

Rotate the sphere X = 90 degrees

Object/Point Edit
--Cut Faces to front of sphere = shape of eye "wide open"  (see "Eyesocket 1" image: http://s33.photobucket.com/albums/d69/aric_001/SARGE/?action=view&current=eyesocket1.jpg)
Mesh Editor (double-click on the object) Smooth Angle - 180 for more roundness

This eyesocket becomes the base for making one side of upper face. The reason I rotate the sphere the way it was set is that it works well for extruding the eyebrow and cheek form when later continuing.It is my base for shaping upper face - from the eyebrow and on up, the cheek on down, and the nose ridge. (To be detailed later).

Locate the eye socket to left of the X: 0 coordinate, as far over as the socket would be relative to the face/head (see "Eyesocket 2" image: http://s33.photobucket.com/albums/d69/aric_001/SARGE/?action=view&current=eyesocket2.jpg).

In this case, I have located the eyesocket at X: -30, and mirrored it to compare and see if it looks reasonable in the forming of both sides of the face/head.  "Sarge" is to be "toon-ish" so the sockets are closer larger, and closer together, than a "realistic." I may or may not delete the mirrored image depending on how useful I find it while continuing to build the original side. After all, it will be deleted and replaced with more developed versions as I continue to make the face.

Now I like to create the eyelids and eyeball before resuming "facial construction."

Creating the Eyelids

The eyelids are made using a sphere centered within the eye socket, and slightly smaller than the socket. For Sarge, I make the eyelid sphere as follows:

Create a sphere and located it at X: -30. Y: 0. Z: 0 (placing the sphere centered in the middle of the eye socket):
--Sphere 48.75 Dia
--Long 16, Lat 12

Rotate the sphere Z = 90 degrees. This makes for the most appropriate structure of an eyelid, as the sphere divisions run the same way that an eyelid structure works.

Convert the sphere to mesh.

Obviously, the eye socket is in the way at this point, so hide it (Edit - Hide).

In "Object/Point Edit" mode, select the points of the lower half of the sphere, and delete them, so that now the basic upper eyelid is in shape.(see "Eyelid 1" image: http://i33.photobucket.com/albums/d69/aric_001/SARGE/eyelid1.jpg)

Now, to form a flare for the eyelid's "lip"...
working in the "Left" view. use the "Cut Faces" tool to cut a new line from the sphere's "polar points" toward the front, a small distance above the edge as shown here: http://s33.photobucket.com/albums/d69/aric_001/SARGE/?action=view&current=eyelid2.jpg

Select the lower front edges, except for the ones connecting to the "polar points", as shown here: http://s33.photobucket.com/albums/d69/aric_001/SARGE/?action=view&current=eyelid3.jpg

Then, in Top View, select the "Non-Uniform Scale" tool and stretch the selected edges so that the flare out a little as shown here:  http://s33.photobucket.com/albums/d69/aric_001/SARGE/?action=view&current=eyelid4.jpg

Now you can copy and paste this eyelid, and then: Rotate Z = 180 the new copy, thus ending up with your upper and lower eyelid.  http://s33.photobucket.com/albums/d69/aric_001/SARGE/?action=view&current=eyelid5.jpg

You may now "Show All" to see your "closed eye" view... and if you like, even open the eyelids by selecting the upper, and Rotate X = -30. Then select the lower eyelid and Rotate X = 30. Thus, you have this: http://s33.photobucket.com/albums/d69/aric_001/SARGE/?action=view&current=eyelid6.jpg

Next comes the eyeball... but I'm taking a break because I have a bad need to fry up some pork sausage and potatoes... BREAKFAST!

But first, here I have progress to date, adding some color and an extra sphere (47.5 dia) to serve as a placeholder for the eyeball that is to come...



725
Finished Works and Works in Progress / Making "Sarge"
« on: March 22, 2009, 04:37:03 pm »
I referred to how I make eyes, sockets, and faces in the "Share Your Modelling Tips" (http://www.anim8or.com/smf/index.php?topic=2081.0)... and referred to making a thread following those techniques and sharing the development of a character I am starting to create.

Well, here it is... the making of "Sarge".  As to who and what Sarge is, well the character is to be cartoon-ish, not realistic... and will be a military sort, so I am hoping he comes out accordingly.

I want to share the development because I thought it would be fun to show the way I've experimented with in making eyes, mouths, and faces so far... and so that anyone with comments and pointers could throw their thoughts out as well.

I'll make a separate message for each step as I develop it... so, to be continued!

726
General Anim8or Forum / Re: Share Your Modelling Tips:
« on: March 22, 2009, 04:11:23 pm »
Making Eyes (at the girlies ;) )

headwax's comments on making eyes reminded me of what I am currently working on... so I thought I'd share here, plus create a thread showing the development of a character I'm making.

I've only created a few heads from scratch so far, but when I have, I've found I like most to make the eyes first... starting with the eye socket, eyelids and eyeball - working on one side, and then mirroring when I have the entire side of the head created, and joining the two halves into one complete head.

Starting with the eye socket.... I make the eyesocket made from a sphere that I convert to mesh and rotate the sphere forward, so that the "poles of the sphere" are facing front to back. I cut out the shape of  the eye into the socket as if the eye is "wide open". 

I then create the eyelids from a sphere that has been rotated sideways and cut in half. I flare outward the front edge of the eyelid.

The eyeball is a sphere slightly smaller than the eyelid sphere size. Like the socket, the eyeball is rotated forward.  I then do whatever seems right to make it "eyeball-ish". You can simply color the eye or add a texture of the iris and pupil.  But I am a nut for anatomical appearances with eyes.  I don't like the simpler look of an eye with the iris and pupil simply plopped on the sphere. I go to the extra bit and flatten the iris area and the color/texture it, plus the pupil. Then I add a high-gloss, transparent dome to cover the iris circle... thus you have a more realistic eyeball appearance, which gives more character and pizzazz even if you make the character cartoonish.

Building off of the eyesockets is fine for the upper face and head, but likewise I form the lower part of the face by building from the lips and outward, with the hopes of bringing the upper and lower portions together.  Teeth, gums and inner mouth structure are another area formed separately.

I made the below goblin head with the above techniques in mind...

In fact, the goblin's irises are not flat, but actually concave into the eyeball like a dish.  Also, the pupil is an actual hole with a black surface set behind it... I did that as an experiment to see about maximizing the realistic look of of the eyes.

This below face, too, was made following the idea I've tried to explain.



I also like to make pictorial  "tutorials in progress" for myself when trying to standardize my techniques that work for me... in case someone else wants to try it my way...

So, I'm going over this stuff with screenshots, etc., in a "Work in Progress" thread... because I want to develop a character here in the forum and get some feedback, criticism, etc.  I think it could also serve to give others pointers as I share and learn from the "experts" better ways to make the character.

If you like, you can follow that in the thread Making Sarge: http://www.anim8or.com/smf/index.php?topic=2094.0

727
General Anim8or Forum / Re: Share Your Modelling Tips:
« on: March 22, 2009, 03:52:38 pm »
I don't know if anyone has tried this but you can use a sphere to make a basic head. Just delete the point on the bottom of the sphere, select the  bottom vertices and extrude them to make the neck.

I've done that... it's a way to make a basic head and face, using the cutting tool to make eye holes, mouth hole, etc. and build from there when experimenting with "head making".

728
Finished Works and Works in Progress / Re: First Head Model in Anim8or
« on: March 22, 2009, 01:59:08 pm »
She looks pretty good to me! Tell us about the hair?

729
Finished Works and Works in Progress / Re: Trying to "FLY"
« on: March 22, 2009, 01:57:23 pm »
Yah, what headwax said... as for the comment on wings being thick, the front rim would be thicker because that is the main support of the wing, with the extremely thing membranes expanding back, framed by the thicker "veins" sort of like stained-glass window-work.

I was just sort of wondering at what would be involved in making the eye-lenses more round... just to give the brain a headache and thinking of such a nasty task ;)

I like the green fly color!

730
Finished Works and Works in Progress / Re: WIP: Locomotive
« on: March 22, 2009, 01:49:17 pm »
$imon, this loccy is looking really nice.

If you are wanting to get into serious reference images, look into model railroad forums.  I used to do model railroading as a very "part-time" hobby, and had a big stack of "Model Railroader" and "Railroad Model Craftsman" magazines. These magazines always had features with technical drawings of actual locomotives, rolling stock, etc., for anyone wishing to try and build a model from scratch. I would wager that you could get drawings from a railroad hobbyist if you posted in one of those forums. In fact, two magazines - "Model Railroader" and "Trains" have an active forum where people share their works, plans, etc.  Try these: http://cs.trains.com/trccs/forums/default.aspx?groupid=8

731
Finished Works and Works in Progress / Re: some stuff I made
« on: March 22, 2009, 01:40:57 pm »
maya for free?  ~choke-cough~

Isn't it available as a sort of demo mode for free? as for full-version, not likely.... at least not legal, eh?

732
Finished Works and Works in Progress / Re: some stuff I made
« on: March 22, 2009, 03:30:45 am »
cool... what about the "hat"? did you make that in anim8or, too?

733
General Anim8or Forum / Re: Anim8or too primitive?
« on: March 20, 2009, 04:45:53 am »
Ensoniq's comment had nothing to do with "professionals" and the tools they do or do not use. It had to do with people using anim8or along with "professional packages" such as 3ds-Max, Lightwave, and Maya. 

As for "professionals" and what they use, that would require knowing a fair number "professionals" in order to speak for them. I know a "professional" who has a storefront across the street from where I live. He does some very nice 3D animation work using only Blender... and nothing else. He says he would never purchase any 3D-CG software since Blender handles all his needs quite nicely. But then, Blender does things that Anim8or cannot, just as Anim8or has some advantages in ease of model-building and such.

edit - Here's a web-link to the Blender guy's site, where he's put up some basic tests of things done with Blender... a lot of "soft material" work - http://blender.dothelp.net/

734
General Anim8or Forum / Re: Anim8or too primitive?
« on: March 20, 2009, 03:39:04 am »
BenCole, how can you possibly say that statement is false?  Firstly, it states, "in my opinion" about the writer's view of anim8or... and lastly, unless you can actually speak with knowledgw otherwise,  it may very well be possible that many animators using high ends programs DO use anim8or  for wireframes... as a matter of "fact," that is very much true... go to "AnimAnon" and "Cg-Nation" both have people who use high end programs for much of their work, but settle for using anim8or for their object-forming.  I know of a number of users of Carrara, 3DS-Max, and Lightwave who also use anim8or for their design work. And the things they create are quite spectacular.

And as for the one quoted.. Ensoniq is VERY familiar with the works of quite a few who do in fact use anim8or as well as those higher end programs.  There are a number of works in AnimAnon's competitions that were created in just that way - using anim8or for the modelling, and then moving on to Carrara, etc., to implement some of the higher end work.  

735
If you're willing to take on challenges... and you don't want to a wad of cash, I'd say work with anim8or, and the go to look at blender as free software choices. blender has been used to create some pretty spectacular, very professional wor, and does really nice things with liquid, hair, and such things.

If spending money, maya's definitely a very big thing to have, but I wouldn't go that route unless you're born of money, know what you're doing and born of money, or really know what you're doing and have a solid lead on profiting greatly from your work.

Otherwise, 3ds Max or Carrara are definitely two to consider. I personally think Carrara is more worth the purchase if you're looking at the "under $1,000" spending range.

In any case, you need to be ready commit serious time and effort to learn these programs, because none of them do all the work for you.

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