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Author Topic: non Sub-D face template for a future project  (Read 4524 times)
BOB_I_Ts
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« Reply #45 on: May 08, 2010, 05:56:35 pm »

isure Im currently thinking about them whether to add ratio scale parameter or point 3 attribute for both hand will add them next update

another change is i think i should invert direction  of arms and leg length scale attributes that way they can be shrunk and stretched with out breaking mesh

good news is v8 plugin will not crash when convert to subdivided bug fixed Cheesy

if any one wandering how developer model looks here is screen with statistic info ,i save as new file each time edit to be safe
after plugin complete i  will upload the dev script i could probably remove edges off the 61 objects as only cage edges are exported reducing the an8 size
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3Dgeek11
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« Reply #46 on: May 09, 2010, 12:10:33 am »

That looks terrific. Cheesy

Okay, can't wait for the next update then. Smiley
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Josmic8or
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« Reply #47 on: May 09, 2010, 02:43:12 pm »

Me tooooo!
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BOB_I_Ts
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« Reply #48 on: May 11, 2010, 05:45:57 pm »

i made a start on uv im hoping that itle import back with out changing  the coords or il have to redo 61
currently half uv done with lithunwrap i plan to remove as mush distortion as possible
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BOB_I_Ts
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« Reply #49 on: May 13, 2010, 07:53:09 am »

uv complete i had issue keeping uv symmetry so i decided instead of taking short cut using basic box mapping i went for full taxidermist type of mapping so il have to go through it again yay  Cry

Images i did half then merge face other half  ,build > mirror then bridge back other half so i could keep opposite side uv symmetry
i will add 1024x bmp template to v8 zip other image is the template on the model in anim8or object mode render
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hihosilver
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« Reply #50 on: May 13, 2010, 09:12:46 pm »

Beautiful work mate!  Just did a bunch of UV mapping yesterday, finally got to do some texturing today.  Tedious process I must say :/
Looks like you've done a great job though!  Will the UV map be altered with the model, or will the textures just stretch slightly?
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BOB_I_Ts
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« Reply #51 on: May 13, 2010, 11:36:10 pm »

yes uv is almost like jigsaw re-welding the points back with out seeing the depth having to double check to make sure you weld the correct ones together haha alot patients

im going to keep the map static but i could script the uv cords to morph as well but may cause larger file after i put uv reading into export script the f8ce.a8s jumped to just over a meg in size because export work on any model it go per point instead of generating compressed algorithm

i imagine if anim8or had command script similar to edit>loop cut but instead of edges unweld/detached points script then advance uv editing could be done in anim8or

here is what i mean after detached points script used to cut seams  user create a morph target then ever have another command to unwrap model in 3d with in 0 - 100. grid x,y world space but leave z plane coords then user can re merge points knowing which ones share same depths using left view port then enabling uv tool to generate decal map wella map done delete the morph target leaving model with brand new uv
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BOB_I_Ts
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« Reply #52 on: May 19, 2010, 06:58:11 pm »

version 8 plugin uploaded & the complete an8 project also can be dled from dev files enjoy
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BOB_I_Ts
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« Reply #53 on: May 28, 2010, 04:08:32 am »

i have began to use reference to get best shape possible from the wire cage which i managed to bet below 2000 with out loss of key shape features

reference

face is based on mathematical  PHI golden ratio aka  Marquardt's mask
http://www.beautyanalysis.com/

i was tempted to use da vinci golden ratio body drawing but it only seem to only match tailored lengths not body diameters so i used real flesh reference  Grin from 3d.sk website
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3Dgeek11
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« Reply #54 on: May 29, 2010, 12:45:29 pm »

It's coming along great, Bob. I can't wait to see it once you're completely done with it. (Whenever that'll be, Tongue )

Keep it up! Smiley
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BOB_I_Ts
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« Reply #55 on: May 30, 2010, 03:16:20 am »

haha itle end v1.0 ... but im unsure what to do for final update !im kinda rusty on texturing ill use Terabits tattoo 3d painter haha the bobbrush's 1 ~ 16 used in 1.86 were done by me cool that he included them in the installer

image show new improved UV almost finished
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3Dgeek11
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« Reply #56 on: May 31, 2010, 11:01:21 pm »

That looks great, Bob! Cheesy

And thanks for mentioning that UV program.. It looks cool. Smiley
Keep updating!
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BOB_I_Ts
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« Reply #57 on: June 02, 2010, 08:55:39 am »

Body shaping done next the face.
realtime editing on Plugin had same issue with parameter directive  Cry variables reset back to 0 after switch int counter ,so i grouped body lengths to scale tool then non-uniform scale gender z axis muscle x and weight y but user can still alter lengths separate in plugin menu

Image show variation top left side is default has go down through them values increase
parameter limits were set between -100 to 100 should i increase the limit ?
wasnt space for foot and hand so i chose Torso parameter over other because it scales rib cage region allowing broad or amp to shape !
This now leave only the face using point attributes menu i guess maybe adding hand feet as floats on v1.0 .
« Last Edit: June 02, 2010, 09:07:10 am by BOB_I_Ts » Logged
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