New character in Maya...

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Post December 12th, 2004, 1:19 pm

So, I decided to finally have a go at a humanoid character model. I've been working on this guy since yesterday. Total time is about 6 hours so far (only about 2 yesterday, and about 4 today).

He's destined to be a caveman of sorts once he's completed.

This is the reference image I found that I'm initially basing him off. Once he's completed, I'll throw on a wrap deformer to adjust his proportions a lil.

He's being poly modelled, and then converted to Sub-D.

The initial torso
Image

With legs (as poly)
Image

The above converted to a Sub-D
Image

With the basic arms (and I've beefed up his legs a lil bit)
Image

I modified his torso some, and gave him nipples.

Poly Nipples
Image

Sub-D Nipples
Image

I started on some hands, and discovered that I completely suck at doing hands, so through Google I discovered this tutorial...

http://www.antropus.com/english/tutomao1.htm
It's in Portuguese, but Google translates it into... well, a form of English ;)

So, here's the first finger..
Image

Image

I'm going to create my own reference images for the head, when I eventually have a stab at that. I've not really done a humanoid head before, so that will be a new experience.

Eventually he'll be fully textured, rigged and animatable. I'll use the poly mesh as a wrap deformer for the Sub-D, then skin the poly mesh. That way he'll calculate quicker while I'm working on animating him. Then I'll use some influence objects to help hold some form and substance to his joints when they bend.

I'll keep you guys posted as he develops :)
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Post December 12th, 2004, 1:19 pm

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Post December 12th, 2004, 1:30 pm

Like I told you outside of OZZU, I still think you could take and work that first picture into an incredibly cool "alien" face. *lol
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Post December 12th, 2004, 2:49 pm

A quick update on the hands...

I took a break to get a lil something to eat, then got back working on the hands..

As poly..
Image

As Sub-D
Image

Now to work on the thumb :)
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Post December 12th, 2004, 3:20 pm

And a close-up of the webbing between the fingers..

Image
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Post December 12th, 2004, 5:28 pm

More hand stuff... The hands are pretty much complete. I could do some more work on the palms, but they won't really be seen THAT much, so it's not that big a deal right now. I can add more detail later if I really need to.

Image

Image

Each hand weighs in at 1119 faces.
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Post December 13th, 2004, 6:09 am

Beautiful work Axe! Now bone/skeleton that guy and make him walk! :twisted:
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Post December 13th, 2004, 9:39 am

Hehe, I gotta give him feet before he can walk ;)

I need to do some (a lot) of tweaking. I'm not happy with the way his palms turned out, so I'm gonna fix those, then stick a lattice on the hand just to quickly fix the shape of that a bit. Once the hands are completely done and dusted (there won't be any faces added or removed, just shifted around a bit) I'm going to carry on working on the arms and tweaking those, get some muscle definition in here and there.

I have skinned the hand via wrap deformer - skinning the sub-d directly is just WAY too much of a resource hog and is far too slow. I've got a video of that to show you actually, so pop on MSN when you get a chance :)
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Post December 13th, 2004, 10:54 am

Speaking of "deformer", Can we assume that the fact that there are only three fingers was by intent?
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Post December 13th, 2004, 11:56 am

hehe yup, scroll right up to the top of the first post, and check out the image I'm using as a reference :)
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Post December 13th, 2004, 2:21 pm

Well, here's a couple of updated screenshots. I decided to take a break from modelling today, and get used to some of the skinning & animation tools in Maya, so I've been playing around with soft bind & influence objects.

This is a screenshot of a finger with the basic smooth-skinning applied...

Image

As you can see, quite a problem with the finger getting very thin where it bends - on a full body model the same thing happens with elbows, knees, ankles, pretty much anywhere there's a bending joint like this.

This is with an influence object to help maintain the shape & volume of the model as it deforms..

Image

As you can see, makes quite a big difference :)
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Post December 13th, 2004, 2:37 pm

hehe, axe, i envy you character modeling skills ;)

looks cool, would love to see some animation ;)
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Post December 13th, 2004, 6:24 pm

Hehe, don't envy them yet. This is the first time I've had a go at making a believable humanoid figure.

I've made some mistakes, and I know it, but I'm pretty much making this up as I go along right now, trying various techniques, see which feel comfortable, which seem to work the best for me. There's a lot of things I've done that I know I can really improve on next time. Rather than redo what I've already done though, I'm just going to carry on and finish this guy, and I'll (hopefully) be able to make less mistakes on the next one I do :)
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Post December 15th, 2004, 6:07 am

really good!

what program are you using?
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Post December 15th, 2004, 8:57 am

See the subject line of the thread?

Maya :)
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Post December 20th, 2004, 4:37 pm

Nice work axe, those hands are looking really good, gotta hate feet ;-) they are harder to do than hands....ive gettting back into 3d too, will have some stuff up on my site hopefully before the new year ;-)
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Post December 20th, 2004, 4:37 pm

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