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Re: Character Design/Animation Challenge by OKX(m): 10:55pm On Dec 22, 2016 |
@tirigbosa In my opinion, u have a great attitude and willingness to learn....thats a winning combo. Keep it up, and indeed u will excel rapidly. Correction tho, so far, this has been a modeling exercise....animating is a whole different ball game. So you're on ur way to becoming a great modeler, we will see about animating from next week. Part of increasing ur value is knowing specifically where ur strengths lie in this vast 3d universe and positioning urself appropriately. I for example, would rather animate than model, and in an ideal job scenario, would give out the modeling to someone better and more passionate about modeling, unless the budget was very tight and can't accommodate it. Specialisation is crucial and we will get there eventually, I believe. |
Re: Character Design/Animation Challenge by Nobody: 2:56am On Dec 23, 2016 |
tirigbosa: Keep Faith....thats all it takes |
Re: Character Design/Animation Challenge by Nobody: 2:59am On Dec 23, 2016 |
meanwhile, i spent nearly three hours modelling just shield and chain link....choi princealex borrow me that ur fine, fine hammer.
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Re: Character Design/Animation Challenge by Princealex1(m): 7:23am On Dec 23, 2016 |
Lol @kazuna,are you 4 real? @okx i just hope power epilepsy wont affect the time you set for the rigging and animating stages,cus to be honest am a noob when it comes to animating but i got insurance(comp tutorial video) tho just hope my pc can handle it,i was thinking after modelling and rigging someone with a good work station and animation skill would be sent all the .Blend file or whichever software to animate,ideas would still be shared,about the suggestion you made concerning the issues i faced using different ref pix am referring to the width along the body not exactly the height seems its not too obvious.Anyway still waiting for power to be restored. Happy holidays |
Re: Character Design/Animation Challenge by OKX(m): 9:08am On Dec 23, 2016 |
@prince OK, we will discuss how to tackle d animation as a team then. Hope your power situation improves. |
Re: Character Design/Animation Challenge by tirigbosa: 11:37pm On Dec 23, 2016 |
seems u guys are so busy today. weldone broses. so, I got back home and started modelling again o. first, I decided to model a Hercules club for my Ogun since prince Alex already have the finest hammer. me na club I do o. second, I borowed okx idea...I modelled a ram inspired shield.but okx, that your elephant inspired shield still rocks. finally, I went to the funny side of my brain today again....since u guys have the best stuffs already, I gave my Ogun a gown.
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Re: Character Design/Animation Challenge by tirigbosa: 11:39pm On Dec 23, 2016 |
with the help of a tutorial, I will start the texturing part tomorrow . can't wait to see my Ogun with skin and fine cloth |
Re: Character Design/Animation Challenge by Nobody: 10:17am On Dec 24, 2016 |
tirigbosa: Clothing na Clothing... Ogun in a Gown. Ogun in A fiber Suit Ogun in Raffia Ogun in Wrapper I am begining to consider making the center of my shield a plasma booster...u know, while attacking his enemies/frenemies ( heard from yhe vinez, that d guy x bipolar) , plasma beams can originate from that center and smash his objects of dislike into Mush |
Re: Character Design/Animation Challenge by Nobody: 1:12am On Dec 29, 2016 |
Are you guys still in the festive mood or what? My Shango is bored!!! OKX, Prince, Tirigbosa where are you guys... ![]() Yet to texture the eyers....with you guys continued absence, i am getting boooorrrrreddd. Or is it PHCN?? Its good to go back to the town, here, light is super constant....well, almost
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Re: Character Design/Animation Challenge by OKX(m): 10:40am On Dec 29, 2016 |
@kazuna had to make an unscheduled outtatown trip. back at my workstation now, should post updates today. looking great with the textures on the face of your model! hadn't planned on an up-close view for mine, may have to revisit the model. i hadn't even modeled eyes, or a functional mouth...just used textures...lol nah! PHCNs gat nothing on me. in inverter i trust! post updates later today. again, great job. will like to see a full shot pls. and we need to start thinking of the plot we are animating to. |
Re: Character Design/Animation Challenge by tirigbosa: 12:26pm On Dec 29, 2016 |
seriously been having a harrrrrrddd time texturing my model o plus still enjoying d merriment of the season. I'm still trying to lay out the uvs. that's d problem. its kind of complicated jare. I thout I will just paint and it will turn out sweet, but its not easy o |
Re: Character Design/Animation Challenge by tirigbosa: 12:29pm On Dec 29, 2016 |
is there a way I can textures without laying out the UV.. its too hard especially the head |
Re: Character Design/Animation Challenge by tirigbosa: 12:30pm On Dec 29, 2016 |
is there a way I can texture without laying out the UV ?..... its too hard especially the head |
Re: Character Design/Animation Challenge by Princealex1(m): 12:32pm On Dec 29, 2016 |
Happy holidays everyone,i have actually been checking this thread for updates but yet to have anything to post,am presently tightening the nut as regards rigging of the character,rigging is one hell of a work when it comes to 3d works,maybe because am not used to it,oh well would be posting screenshot latest january next year#pun-intended#. @kazuna how did you go about the face texture?? and how would you suggest i rig shango's clothing considering his putting on two clothing material a robe and metal armour,cloth sim or weight painting to armature??okx your contribution is also welcomed,dont know if you have knowledge as regards rigging in blender,BTW i thought you modelled chaca @kazuna. |
Re: Character Design/Animation Challenge by Princealex1(m): 12:46pm On Dec 29, 2016 |
tirigbosa: Am not familiar with maya or 3ds max "painting" features but I believe in general texturing without UV mapping is possible by selecting vertices and assigning materials to them but that could turnout stressful and limiting for high-detailed models,so the rule of thumb is UV map before texturing,it gives you precision,flexibility and ease when texturing or adding material to your model. HAPPY HOLIDAYS |
Re: Character Design/Animation Challenge by OKX(m): 1:56pm On Dec 29, 2016 |
ok. just redid the shield and the axe. pulled a texture off the web as a base for the shield, and modeled around it. combined a bunch of textures, plus did some painting to texture the axe. for the uvs for both, i did a basic planar mapping from the front (z axis) and split the uvs at the sides and did a 3d unfold which laid out the uvs flat. don't want the character to be too realistic, still want to preserve the game feel. will proceed to proper rigging. i would want the raffia on his legs to deform with his motion, and the armor to also react to his motion as he walks. if this were a serious project, i would sculpt some muscles and rig them to help the skin deform more realistically as he flexes his muscles. i may still do so if theres time.
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Re: Character Design/Animation Challenge by OKX(m): 2:04pm On Dec 29, 2016 |
https://www.youtube.com/watch?v=SbolXMyWvEs @tirigboosa there are lots more tutorials on youtube dealing on the subject. watch as many as you can, then practice some more. thats the only way, if you dont lay out uvs then ur model texture wont be right. |
Re: Character Design/Animation Challenge by edosbaba: 2:09pm On Dec 29, 2016 |
Re: Character Design/Animation Challenge by Nobody: 2:17pm On Dec 29, 2016 |
Princealex1: I did mostly texture painting, u know, unwrap the uv, bake it and then start painting directly using the texture pallete.....u can check the Johnny blender series on utube...basically using his texture painting metgod evet since. |
Re: Character Design/Animation Challenge by Princealex1(m): 2:20pm On Dec 29, 2016 |
kazuna: thanks,would def check it out |
Re: Character Design/Animation Challenge by Nobody: 2:23pm On Dec 29, 2016 |
OKX: Why x my brain refusing to model my own intricate axe?....i will just do ordinary hammer abeg. I ve always wanted to do muscle rigging, neva tried it. I saw a vfx demo of how the Amazing spiderman was rigged including the muscles deformation and how the spandex clasp on the abdomen muscles...i bow for the rigger. Anyonr who would guide me to a comprehensive muscle rigging tutorial for either quadrupeds or bipeds....i will order ten bottles of Coca cola for that person. Its a promise. |
Re: Character Design/Animation Challenge by Nobody: 2:30pm On Dec 29, 2016 |
Princealex1: Dont do cloth sims unless u have a fantastic graphics card. I would advise u append the cloth with the body rig. Thats d approach i would use.....ofcourse there would be challenges. |
Re: Character Design/Animation Challenge by Princealex1(m): 2:36pm On Dec 29, 2016 |
kazuna: Thought as much,just hope it gives me the desired effects |
Re: Character Design/Animation Challenge by OKX(m): 5:40pm On Dec 29, 2016 |
@kazuna yeah, the muscle system really makes the difference between a lifeless rig and a believable one. @prince for the cloth, a couple of options exist... i would either use apex for maya. its a plugin developed by nvidia, u can check if equivalents exist for blender. its a cheat for cloth, in that, it binds your modeled clothing to your rig, and then by adjusting parameters you can make the modeled clothing deform like fabric, alternatively (and most probably wot i will use) i would create a rig for my pieces of armor that i want to behave like cloth, and use a dynamic curve to drive the skeleton of the rig. u could do something similar. i will post screen shots of the process as i progress. in lieu of muscle, i will employ jiggle deformers to give the muscles some slight motion while he is moving. i am currently working on a simple walk cycle in Motionbuilder that i will use to test the rig and how it interacts with the accessories/model.
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Re: Character Design/Animation Challenge by Princealex1(m): 6:04pm On Dec 29, 2016 |
I just hope this rigging dont rain on my parade,thanks @okx and kazuna for the suggestions,3D software developers better up their game and come up with a more simpler way of rigging cause i hate switching softwares while working on a project. |
Re: Character Design/Animation Challenge by OKX(m): 6:39pm On Dec 29, 2016 |
@prince well, there are other options if you dont particularly want to rig the model yourself, and you dont mind a generic rig sites exist, where you can upload your model and an online auto-rigger creates a skeleton and rig for you. check out mixamo, it used to be mixamo.com but i think they have been acquired by adobe, so the address may have changed. google the site, its one of several |
Re: Character Design/Animation Challenge by tirigbosa: 8:34pm On Dec 29, 2016 |
OKX: thanks....will check it up tonight |
Re: Character Design/Animation Challenge by tirigbosa: 8:37pm On Dec 29, 2016 |
OKX:seriously loving your model |
Re: Character Design/Animation Challenge by OKX(m): 9:31pm On Dec 29, 2016 |
@edosbaba Is that your work? It has promise, studying more on directing choices and shot composition will make it stronger. I'd also stay away from motion capture data at this stage, it doesn't add to your strength at this level. @tirigbosa Thanks, there's room for tons of improvement still. Looking forward to seeing ur textures, keep at it and u will master it soon. |
Re: Character Design/Animation Challenge by Princealex1(m): 10:52pm On Dec 29, 2016 |
Thanks @okx,i would try that on one of my model since i hv already started rigging shango,my problem now is the shoulder deformation anybody have an idea what the trick is ?? Every other part deforms well(pix 1-3) but the shoulder deformation is awkward(pix-4),i have been banging my head on my keyboard to fix it for over a week now yet no head way,am getting frustrated....@kazuna how do you rig your character shoulder??
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Re: Character Design/Animation Challenge by OKX(m): 11:26pm On Dec 29, 2016 |
@prince Well u didn't state precisely wot ur challenge is with the shoulder. There are a couple of ways I could solve it on maya Using influence objects to preserve the volume at specific joints I choose. Those are just geometry modeled to the desired shape and added to the skeleton rig as influence objects. Dunno about blender tho. Properly painting the skin weights. By properly sharing the weights on the vertices that lie above and below the shoulder joint, u can eliminate unpleasant deformations there. If using your custom rig, u can create two joints for the shoulder in the exact same space, one joint will be purely to retain volume, while the second one serves to connect the arm and hand. Dunno if u catch d logic? On d second joint u adjust the shoulder weights to almost nil, so that it deforms mainly from the arm. Let me know when u finally sort it out. I'd like to know blenders solution. Does blender read .fbx format? |
Re: Character Design/Animation Challenge by Princealex1(m): 7:16am On Dec 30, 2016 |
thanks @okx I get your logic,believe me when I say I have tried fixing it with weight painting but still got nothing,I guess the last option nw is to add more armature to the shoulder or arm rig.And yeah blender read .fbx |
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