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zacleck 43 posts
Hey all. I've been very slowly working on an animation and I wanted to share some progress with everyone. A while back I modelled and rigged the character and I've just recently gotten around to texturing him, so below is to an image of that. My inspiration is from old 20's and 30's black and white cartoons, so since I'm not using color for him I wanted to make sure there was a lot of contrast to make him stand out more, but now I'm wondering if the bumps are up too high. In some areas I liked it and in others I wasn't so sure. So any impressions you can share with me would be appreciated.
Zac.
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mechis 520 posts
I love the design. hahaha... Old style character, but in 3d. It has lots of appeal!
~Mechis
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ALi 608 posts
Haha. Nice character, waiting for updates. Maybe it would be better if you soften the bump a little. But seem nice to me after all. Keep it up
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zacleck 43 posts
Thanks for the replies. I changed the bump on the body, but it lost a lot of contrast and looks a little flat from a distance, so I might tweak it a bit more.
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BColbourn 2,323 posts
i love the update! looks really nice, especially the change in his hair and torso materials. have you started animation tests yet?
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zacleck 43 posts
Hey, thanks for the encouragement!
I did an animation test back when I finished the rig. Just a simple walk cycle though.
I also modeled and textured a cart for him to ride in. I'm still half convinced I need to paint the rust in. Right now it's just procedural mapped with a cellular map, which might work fine for an animation. I kind of want to model in a hand break too, might come in handy when the animation comes in. Really I just need to storyboard out some ideas before I get too deep into this.
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triplej96 181 posts
Very cool. Cart is awesome too!
Cheers,
Josh
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Kieran 57 posts
Really like the character, nice stylized look and a very impressive rig too.
I'm not as big a fan of the cart. For how rickety the wood portion is, I would expect the metal parts to be similarly damaged. I think it would be a lot stronger if you modeled in more bulges and deformations to the metal frame. Also you could try rotating/scaling/deforming the other parts (bumpers, lights, etc.) so these elements seem as haphazard as the wood. Definitely think hand painting the rust and smaller damage is the way to go.
Anyway, great work. Looking forward to see what happens with this.
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ALi 608 posts
"Very cool. Cart is awesome too!"
Yes! Really nice. And yeah I'm a generalist but if you ask me, you did a professional rigging out there!! XD
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zacleck 43 posts
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zacleck 43 posts
So I'm pretty happy with the textures I have going on here. I started the rig a while ago and have been posting about the progress on CG Society. You can check that out here;
I ran into an issue with the rig that no one over at CG Society has responded to yet, maybe someone here can help.
So the problem I'm having is with the spring object within the dynamics objects roll out. I have these springs set up for the shocks and I wanted them to stretch when the body of the cart was pulled away from the wheels, I had a handful of shots in mind where this would happen. So I have a spring object, and the top and bottom are bound to their own point helper so that I can manipulate the spring. I found that I had to position constrain the top point helpers to the center of gravity controller and the bottom point helpers to the master for the wheels. With this set up I can lift the body of the cart up and down and the springs works perfectly, but when I rotate the body, the springs don't move with it. It seems that whatever you bind those ends of the spring to, only reacts with a change in position, not in rotation. So I'm kind of stumped. Basically I'm trying to think of a way to keep the top end of the the springs to stay glued to bottom of the cart, so that I can rotate and translate the body where ever I wanted and still have those springs work properly.
Any ideas?
thanks,
Zac.