Found an art piece for a thief character from Ragnarok Online, thought it was a good chance to do a cutesy girl character. I'm trying to do the whole soft-Kingdom Hearts feel to it ( much
to Enix's Sora thread, good stuff there). 3240 tris (I hope to do some facial stuff), 256 and 512 maps for face and body respecitvely.
Concept pic
Obviously a lot to go, I'm not too happy with how the brassiere thingie looks right now, I might take some more liberties with it, I might make it more clothy, less super mario cloud looking...if anyone has any ideas/suggestions they'd be greatly appreciated! Thanks for lookin'!
Replies
There is still a lot of texture work, the brassiere thing is fine!
Keep us with updates~!
Etienne
Maybe this will help you.
I think she would be great in UT.
Etienne
I've always been a fan of your work
I'm sure she'll come out great.
I can't wait to see how this turns out.
smemmy, that pic was *extremely* useful, thanks! (happy birthday btw!) After seeing that I redid the bustier to something more 'fitting' (oh har de har har)
Haven't messed around with the unreal stuff but it might be fun to import her in...though I'm also thinking of doing some animations with her and mr. ork...we'll see. At this point it's been too fun throwing her into some poses, I might post some more later...
Chels! We gotta chat sometime!
As for the head crit, yeah, it's a *tad* big but it goes with the concept...maybe she's still a bit bobbleheaded...
You know, you can add custom animations in UT. You could make a cool little Matinee with this character running arround and bumping into stuff.
Etienne
[p.s. thanks for the wub :O ]
Sleeves, gloves, pants and back/mid of boots could use some of that nice shading you used in the other areas.
The poses look fun.
Walk cycle:
476k Quicktime
Long jump:
higher res 2.060k Quicktime
lower res 619k Quicktime
Lemme know whatcha think
I like the hair, but I'd like to see it making use of alpha's ?
And the walk cycle looks great too!
Two things seem off tho:
On the walkcycle, it seems like her arms are 'following' the legs motion (legs are something like half a half cycle in advance in your animation); In reality during a walkcycle legs and arms should be in complete opposite motion, to help balance. Same for the bust-hips relationship I think.
On the longjump scene, when she is about to climb up the landing block, she should use her elbows and not just her hands to find her balance, and should also lean her torso forward. This step is usually a pose during action, hence the center of gravity has to be close to the edge to allow her to rest for a little while. On your animation the cog is still below and outside the landing block boundaries, that'd make her fall backwards.
Simple nitpicking here
What are you using for these? Looks nice and smooth And are you keframing all the bones each time you pose her or do you animate only what is needed, relying on interpolation for the 'big' moves?
Thanks
This refence could help You -
(whoaaa - what's the sexy walk,isn't it )
***
When I've got some free time - I realize some animations , ...but I'm not PROFESSIONAL, so don't take my animations as reference, but You can have look -
WALK
RUN
go on
To answer your question Pior, here's a snapshot of the skeleton+rig setup:
It's basically the rig from Antony Ward's Maya game character book, and it's been a pretty fun rig so far, I'd definately recommend looking through his book for those curious about Maya rigging and character creation.
The geometry's bound to the base skeleton (green in the picture) that is controlled by the rig (white) that's composed of the nurbs curve control surfaces and duplicated bones that the base skeleton's constrained to. You finally end up with a setup that if done right you don't ever set keyframes on the base skeleton. This is nice if you muck something up and have ro rerig, you don't necessarily have ro rebind.
The actual animation is pretty much pose to pose, some parts I had to use a bit more control on, especially getting the hands to stay still when she's hanging. Then I hope the magic gods of interpolation reward me with something good for all the inbetween frames and if not I'll just tweak as needed.
Hopefully somewhere in that I answered your question
Thanks for the reference Dizzy , that's actually quite useful and mesmerizing at the same time....huh wha?
Oh and those Smith animations look pretty sweet, that walk in particular's pretty serious. For the run the center looks a bit stiff, I like to add a bit of Z-movement to my runs to add a bit more...but that might not add to Mr. Smith's character. If it was Hugo Weaving from Priscilla Queen of the Desert that might be another story...sorry, babbling again.
And don't worry about being a non-pro, I'm not either, but helping others out and giving support's definately a characteristic of a pro.
Thanks again!
there's many way how to walk - go and see :
(make the example in option "lines")
http://www.biomotionlab.ca/Demos/BMLwalker.html
http://www.biomotionlab.ca/
keep on
zut , I've forgotten to say it that
Agent Smith was modeled by Mr.J.TURNER !
of course I respect his "(c)".
Hey Dizzy thanks for posting that here, I totally forgot about it. Awesome ressource, need to screengrab that soon
[/ QUOTE ]
with pleasure, Pior.
I'm glad that You appreciate the ressource.
btw, I really like the style of your character `kungfubilly
I'm really impressed. Is that book good? Do you have the ISDN so we can have a reference on Amazon.com?
Thanks
Etienne
Renaud Galand: hehehe glad you're enjoying her..hopefully once I get some good audio I can start messing around with some lypsynching.
Etienne: Thanks! Here's the Amazon link to the book I was talking about...it's a really good and thorough walkthrough on the whole character creation process, the rigging stuff in particular...granted it's just one way of doing it but it's pretty helpful.
The book seems to be on discount. I might buy it from there, because I remember seeing it here in Canada for aprox 85$. Ouch.
Etienne
are you planning on doing another one of these? i want to see another.
ryan
Etienne
ryanH: hahaha I'm glad to see you like her boss...I've got a couple other fellers I'll probably throw up in a bit *hurl*
I'll take 23% off any day on a good book.
Etienne
As for the ut2k4....well, if I get a chance I'll try that out and see what happens
I'm happy. There is a lot of information in it.
Etienne