Eye ball material |
silhouette (http://www.cis.uab.edu/courses/cs101/spring2008/lab/sections/R6/MaleSilhouette.jpg) |
Refernce pictures
http://www.artyfactory.com/portraits/images/proportions_of_a_head_2.gif
Started Bond by building single foot. basic shapes - cube - editable poly - lots of geometry - shaped accordingly
Took top of foot geometry - beveled outwards to create trouser / leg width - extruded vertically
Used Symmetry tool to create second leg
Created box with lots of goemetry again to shape into torso
showing torso manipulation
Further manipulation
once appropriate shape was modelled, adjusted scale to fit with legs
Geometry was created on torso surface to allow for appropriate arm thickness. This was then extruded outwards (both arms at same time to create same length)
Hands are created by multiple bevel/extrudes
Geometry then manipulated into basic hand shape. NO ADVANCED DETAIL REQUIRED SINCE WILL NOT BE VISIBLE IN VIDEO
imported silhouette for head guide lines (placed on plane then frozen) draw basic outline using spline tools
seal spline - editable poly - extrude
Make see through - crete second plane with front face picture
quick-slice extrusion whenever necessary to create geometry to manipulate - select verticies begin manipulation BEGIN BUILDING ONE HALF OF FACE
Lots and lots of manipulation
in 3 dimensions
Use symmetry to create entire head
re - manipulate accordingly
Round off back/ top / sides of head
Turbosmooth (2 interations) - again adjust geometry accordingly for best results
Highlight all hair geometry and detach (HAIR COVERS EARS BECAUSE DETAIL SEEN AS NOT REQUIRED)
Same for lips . By detaching the different elements different materials can be applied
Add eye balls (spheres with material) and add other materials- re-attach all components to make head
Extend neck to fit into body
Detach body into different components for material assigning
Trousers used wood texture as bump with blue to create jeans texture (as worn in this scene in film)
To create jacket appearance without creating jacket detach strip on geometry down centre of torso (down front side) - assign different material for under clothing - attach body back together keeping all assigned materials as just set (bottom option)
Merge head file and adjust scale to fit body
Check neck fully connects (possibly extend further)
make bond see through. - systems tab - biped - drag out skeleton - put inside skeleton - select biped mode (top left option of drop down box on right, looks like person) to go into mode where skeleton size and individual components can be manipulated
Manipulate skeleton to fit bond (shell/skin)
(skin must be selected) Modify panel find - skin - select
Go to attach node INSIDE PELVIS IS BIPED NODE 01 THIS ALLOWS ATTACHMENT TO WHOLE SKELETON IN ONE GO. AGAIN HIDDEN INSIDE PELVIS
Now go into envelop mode. Increase enveloping radii to attach appropriate "skin" to appropriate "bones"
Test render to see if works found bond to be very fat
Now skin is attached to skeleton shrink bones to give bond lypo suction
test again - problem solved
Merge with steps file (steps into bond file) since steps were scaled with plane step are act correct scale
Merge single file
Turns out bond is 20 stories tall - Bond needs to be scaled down to fit steps
Hide skin since skeleton is diretly linked changing skeletons size will change skin - but will use less memory re-sizing in the process (computer will run faster)
select all and scale
When scaling down DISCOVERED centre node hidden in pelvis. This node cannot be shrunk, however, saving / closing / and reopening the file solves the problem
Bond in ready to be animated
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