Facial Expressions
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> Modeled character in SketchUp
Created expressions in Maya using Blend Shapes
Imported back into SketchUp
Smoothed and exposed/hid various poly linesYou can see a few more shots on my blog:
http://www.giantmonster.tv/giant/?p=383This comic thing might actually work
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Funny stuff, really...
Nice miodels, too!
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It looks great.NIce work man
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Very cool Justin! Interesting...I'd like to see a tutorial on this one! Are there textures in Hugh's future?
One thing is for sure, you never cease to amaze!
Cheers,
- CraigD
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I don't think you could handle it Coen, your mind would explode.
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Thanks everyone.
@unknownuser said:
I'd like to see a shot with Hidden Geometry on.
Coen, that might get ugly
The truth is; the model is pretty unkempt in SU, and the process of generating blend shapes make for even uglier geo. A jumble of triangles! It can be pretty scary, especially if you want to render it with textures or with any realism. Doing this test, allows me to understand how it might look and work in the end product (to be fair this is quite a bit more work than a your typical test).
CraigD - no textures. That would be just too much work for my own little mind, and my own little time. I do have some upcoming rending questions I'll be shooting your way
I got a request for a video, so I'll be working on that later today sometime. Coen that might fulfill your wish.
Eric, I like watching my own videos, because sometimes they make my own head explode - in a good way. It's like fanning a fire.
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Just for you Coen:
Oh, and anyone else who happens to spy this thread.
This most interesting and fun part of this process is the art of picking out which lines to show (smoothing and hardening). I was worried that this model wouldn't have enough poly lines to aid in the expressions, but I think it's working out pretty well.
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wow, thats not actually half as bad as I had thought it might be... I expected a black mess there were so many lines! but this is actually really nice to see!
Monster, I have to say, yet again, I love your work! It is absolutely incredible, you've taken this program to it's limits and then pushed beyond! beautiful stuff! don't stop for anything!
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Hey Justin, I agree with Wil...it's not as bad as I thought it would be too! Kinda looks like "the Thing" from fantastic 4 with the hidden geometry on!
Very, very cool!
Thanks for sharing!
Cheers,
- CraigD
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Thanks everyone!
Here's a new image.
I'm 99% done with rigging him up. Wow, it's been fun. Time to make some real scenes.
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As I look at the image I find the right arm too long and exaggerated for my taste. It's a product of the FOC (~54 degrees) and the camera angle. These tests show the rough side of the figuring this stuff out, and I get to find out what to stay away from for the final product.
Coen -
For this model I worked with this process (not much different than usual):- Did a paper sketch of the face and shoulders.
- Scanned the sketch and used it in SU while I built the head model (heads are weird and I do not t use the tube method described below)
- Using the head model as a scale reference point, I traced out the major shapes of the body and extruded them (much like this method in my blog post *). I do this to visually test out the the figure in 3 dimensions. My hand drawn art can hide a lot of things and might not translate well to a real world model.
- I print out the 3D blocking of the body and using animation paper, I trace out the shape and design the clothing and any other distinctive items.
- Using both the basic blocking and my hand draw sketch I build out sectioned tubes and scale them up and down to match front and side profiles (like in this blog post). The blocking out shapes in step 1 are thrown out at this point.
- I then go in and fine tune the sections and shape out the major details; muscle groups, clothing details etc (much like the video in this post). The tube sections are important and you need to have enough to build out the details you want to make.
- When done import into Maya for rigging.
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First off, my first post here at the forums. I'm glad to see the potential of this great program. Just got it the other day and so far I love it.
As an avid cartoonist and illustrator with a taste for architechture I'm glad people have experimented with this else wise. By the looks of it this could have potential for some really fantastic cell shaded movie/game work!
Oh and, GREAT characters. Love 'em.
poster-gr!m
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justin
that is freakin awsome stuff
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@unknownuser said:
Thanks for the explanation Justin!
Those poor SketchUp Developers at Google... and all they ever wanted was to make a 3D program which could accelerate the work of an architectural CAD designer.
I was just at another http://www.sketchcrawl.com/ yesterday (#15) and someone commented on my SketchUp stuff. They wondered if SketchUp was helping me out with my work (funding wise). I said, yeah right, those guys have bigger fish to fry than support a guy who uses their program for inappropriate craziness like I am.
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Wow! I'll have to try that some day. :thup:
poster-AcousticGarden
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There are a lot of costs associated with a project like this. If I self publish the printing will set me back ~10 grand. Shipping books, promotional costs, shows, and PR all cost something. That's not including my time to make the book.
I do well in my career, so I'll cover those costs. I'm perfectly willing to pay for all it because that will give me the most flexibility and control. When it's close to done, I'm going to pitch it to some comic publishers. If I can get a good deal, and still retain the overall rights I'll do that. The benefit of that, of course, would be that they would absorb the cost of printing, but more importantly they would have major distribution. I don't have that ability myself. The more shops stock the book the more potential for sales of course.
There's a saying in Hollywood that I love, "Never spend your own money."
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