Wile.E.Coyote
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These cartoons are addictive, the more I do the better I feel that I'm getting, my kid brought it to my attention that my cartoon collection was worthless without Wile.e.Coyote so I guess he needed to be made.
I have a great workflow down now, I do not call this modeling as 'Organic' but rather SU subdivision modeling.
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Pete.....you just keep amazing me. Which rubys/tools did you use if you don't mind me asking....and rendered in ???
Jeff -
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Thanks Jeff.
I used T.O.S, F.F.D, J.P.P, Booltools and a number of standard tools, I guess the trick here is NOT to think of modeling this like one would normally in SU but to work on a subdivision method,
I use basic shape primitives and push pulled shapes to get my basic form, I then use 1 iriteration subdivide to create a TIN like mesh then using the scale, move and protractor tools i manipulate the shape as much as I can closer to a form I can use, then I use FFD to do the final deformation, tapering, etc. Once I am happy with the final shape I save one instance of it and subdivide the other (In case I need to ammend or use the form again for another model)I make hands, feet, abdomen, legs,arms, ears, noses and heads as seperate groups and then once I have all the pieces i save them as components (undivided) in a 'body parts' folder for later use and then start compiling the character, I rig it as I want it posed then explode the groups and stitch the bits together to form one mesh, once one complete mesh is intact I then do a second subdivision to the entire model and start the texturing/coloring.
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u big tease!!!
amazing as usual!!!
these works should be featured in the sketchupdate blog!! nothing short of amazing! -
Great work as usual and thanks for the work flow explanation.
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Bip Bip !
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Solo - Do you also create cartoon characters in the other 3D programs you use? If you do, what's your thoughts on using SU compared to the other programs?
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Thanks guys.
John I was asked a similar question when I did Obelix and I have answered it here:
http://www.sketchucation.com/forums/scf/viewtopic.php?f=81&t=15747&start=0
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Now get one of the ruby programmers to create a bones and rigging plug-in and you can create your own animated cartoons.
Have you seen the knight game by Scott Lininger? You should animate these cartoon creatures in an SU gaming environment.
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Phil
Rigging in SU at the moment is imposible for skin type mesh as it would need to morph with the movement of the underlying bone structure, on models like robots and skeletal figures where each bone/limb section can be a seperate component rigging can be achieved and the dynamic movements might be easily achievable.
Now if a code-jockey (affectionate term) can figure out how to manipulate a mesh using an underlying bone structure, I for one would not only pay big bucks for it, I would make characters for them to distribute as they feel fit. -
Monster Zero is doing some jury rigged rigging with his efforts. I think it's only a matter of time before SU has this ability. What with Subdivide and smooth and Sketchy Physics, and many of the other third party enhancements heck we now have lighting in SU with what Adam is doing. So I think you will be ahead of the curve and ready for it when it arrives.
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loving it. Keep it up
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