Model this: Popeye
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Character modeling, not for all I understand, but because of the occasion I thought maybe some would be interested.
Today is the 115th anniversary of E.C. Seger's birthday, the creator of Popeye.
Even Google has honored this famed cartoonist today.[attachment=0:1orwaqme]<!-- ia0 -->Popeye google.jpg<!-- ia0 -->[/attachment:1orwaqme]
I will not submit an image but let you peruse the net to find your own reference images in order to model your Popeye character, be it Popeye, Bluto, Olive Oyl, etc.
Have fun and do give it a go if you have the time.
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I think I'd better start my own "model this..." topic - according to my own capabilities.
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Some characters for those who do not know Popeye (youth today...tsk!)
Bluto
Olive Oyl
Swee'pea
J Wellington Wimpy
Sea Hag
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Just a thought, if you can ace this model, you can sell it.
Check this out $100 for a static model. I'm wondering now how much I can sell my full collection of Disney and Warner characters.
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lol my cats called Bluto....22 years old and still going strong!
i used to love popeye, havent seen him in years!
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Don't forget the Jeep and Alice the Goon!
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Okay, I guess I will start.
The head (all I have for now, maybe later this week I will finish)
I used TOS, SDS, Fedoscale, FFD, JPP, Bool tools, Sculpt.
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hi,
nice thread pete ... may i ask if we could avoid putting all the shortforms of these rubies. i am inviting a lot of friends and they like all these modelling challenges. even me and i know a lot us cannot decipher all those shortform and initials, how mucm more if some first timers visit this forum. or probabaly make a sticky thread explaining what are these especial terms. i guess this thread should not just for us sharing each other workflow when it comes to modelling but rather to show how SU plus this rubies can now do all the difficult task before in terms of modelling.
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Hi Nomer,
...TOS = Tools on Surface, SDS = Subdivide and Smooth, FFD = Free Form Deformation?, JPP = Joint Push Pull. All the plugins should be found by searching hereAny chance we could get you to make a screencast on one of your characters, Pete? Doesn't even need sound, just the workflow
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Well, I downloaded most of these ruby plug-ins. Tried them. Never used them before because my usual workflow involves blender. Some worked fine but IMO a lot of them are just trashes (SU crashes). My advise: learn some blender, doesn't cost anything and its just superb. To try do organic modeling in SU (+UVs) looks somehow... lost of time.
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I agree with Michalis... it's easier to do it in another program. My choice is Modo. And Blender is even free!
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but for the sake of modelling i think thats the reason why they called this a challenge. i think its not just about the workflow but the adventure, challenge and discovery involve.. btw i begin to like blender.. though the progress is still slow.. so its your fault michalis and your preaching in the pulpit...
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@remon_v said:
I agree with Michalis... it's easier to do it in another program. My choice is Modo. And Blender is even free!
More and more SU users have started to use modo as well. SU GUI is faster on this, other apps on that. All these "model this" challenges... just make me think 'oh this is for blender'. Thats all. BTW there are so many ruby, but does anyone knows how to disable snapping in SU? Its the best and worst su's function.
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Argh!!
There we go with Blender again!
Okay I concede Blender is the best, now can we continue the SU challenge?
Michalis, have you ever really tried to model with SU?, I mean really try, not import Blender objects and put a scene together for rendering with Podium.
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Pete,
Can you explain the process of going from the first image to the second one in your popeye model post? You start with what appears to be a box and then sketch out the rough shape of the mouth and chin, then in the 2nd step, everything is rounded and triangulated. Did you do this manually, or with a plugin?
Also, can you expand upon the thought process as you start to create your proxy?
I wholeheartedly disagree with the contention that modeling organics in SU is a waste of time or that it's necessarily easier in another program. Someone proficient in a technique can use a program and take advantage of it's strengths. I would put money on Pete in a speed challenge between creating that Popeye head in SU or in Blender.
(I'm off to the Blender forum to inform them of how SU is much better. I wonder how it will be received?)
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"Michalis, have you ever really tried to model with SU?, I mean really try, not import Blender objects and put a scene together for rendering with Podium."
You lost some episodes Pete, sorry about this."I would put money on Pete in a speed challenge between creating that Popeye head in SU or in Blender."
About how much money are we talking about? Sounds interesting. -
Adam
The first image is the first proxy I made, for those that do not understand (I know you do Adam) is you create an approximate shape, then you run the subdivide and smooth plugin which pretty much divides the mesh and smooths it.
Now creating the proxy is the learning curve as it takes lots of practice to get a proxy that once divided and smoothed will resemble the shape you are after, so In my case I do a lot of SDS and undo's for edit in order to get my correct shape.Here is the 1st proxy being divided and smoothed with only 1 iriteration, the reason for only using 1 iriteration is to take the very basic shape and create more faces for me to manipulate further.
The next .gif shows me dong another iriteration (for sake of this tutorial lets assume I have made some mesh changes before dividing)
Now I will use the Sculpt tools to bulge and pull the mesh to a better shape, then smooth tools, after which i will use SDS once more for a total of 3 iriterations and smooth final mesh. -
Thanks for the mini-tut, Pete.
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Sorry what is exactly the meaning of "proxy"?
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The subsurf proxy. The unsubdivided shape that is retained for editing.
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