Hello,
I am a third year student at the media and advertising department at Tartu Art College. This year at our 3d-graphics course, our main assignment is a short animation. Our evaluation is at january, but its better to start early.
I have done 3d modeling before, but I have never prepared models for animation, this is where I need help from you guys!
The idea is a sci-fi scene at a police station, where at early hours an engineer comes to check up on a police mecha, only to find out it has been tagged by some local kids and it ends with the engineer painting the tags over. With this plot I could learn how to rig a character and at the same time learn about parenting and keyframe animation. Our teacher told us, that the level of detail on models is not important, but proper rigging and animation.
I sketched out the engineer and I have now started modeling and I have questions about the poly distribution and edge flow - what will I need to keep in mind when modeling for animation. Write, draw over the model to get me on the right track!
Here is the in progress model. I thought I will post it here, before I move further with my mistakes.
Goal - start early, do thinks right and get an A in january!
Il post my progress here - I'm finishing some environment sketches, will post soon!
Thanks for your time!
Replies
http://pig-brain.com/tut02/tut02_02.htm
Take a look at the link, I would suggest you do something like in the tutorial, that would most certainly help the mesh deform better and more natural
hope that helped, cheers
And yeah, maintenance sounds better. I will change it, thanks!
And belts and straps!
I have tried to do characters before, but never ended any - seems like this one is going pretty well.
Im thinking about doing it low poly style - like the short animation called Pivot.
Any critiques about edge flow or anything else?
I am not a modeller so i cant tell you that much about topology, I'll best leave that to the pros..
Two things you could maybe do, if you think it makes sense:
1) Maybe define the laugh lines from the mouth corner to the nostrils a bit more, that could make his emotions and facial animations look more natural.
2) Use the same technique you used for the knees and apply them on the elbows as well, if you havent done so already!
Now, maybe this kind of stuff are not that relevant for a low poly char, so i dunno..
And thumbs up for applying deformation friendly edge flows, you make the animators happy with that
Thanks for the feedback - I don't know about the face, there probably will be no close-ups, but then again, for the sake of learning, I should also try to rig the face - to get extra points at the evaluation.
Anyway, to keep things moving - I did two quick thumbnails of the environment to flesh out some ideas - never mind the mechas at the moment, just placeholders.
I like the round bay better, seems a bit more logical than the one against the wall.
To be specific, the engineer should enter through a door, get to the controller, push some buttons so the mecha would be transported out of the "cave" (the blue and green ones are holographs) - then a robotic arm will take the engineer and get him close to the mecha for inspection.
The reason I post so often is to track progress and to collect materials for a presentation at the evaluation about workflow.
And sorry, but I just had to do this. Made him some headphones - so he could enter the bay/hangar while listening to dubstep.