Fox

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Fox // Work in Progress

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Post by Morgan // Nov 18, 2006, 9:32pm

Morgan
Total Posts: 138
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Hello all,


I'm a longtime trueSpace user, though not in any great depth. Which is to say, I was introduced to the program about 10 years ago, and have used it sporadically ever since. I bought version 4.3 a short while ago, and am trying to master it.


Right now, I'm attempting to create a cartoon fox. I've created a very rough head for the fox using subdivision surfaces (which ts4.3 calls "nurbs"), but my amateur status is pretty apparent there. Any references to a good SDS tutorial would be appreciated.


The eyes are polys from an earlier poly/metaball attempt, which can be seen at this location (http://www.darnbeagles.com/images/3d/Foxhead.jpg) for anybody truly interested.


http://www.darnbeagles.com/images/3d/Foxhead2.jpg

Post by hemulin // Nov 19, 2006, 5:39am

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Good work there Morgan, though the nose and cheeks should not be as 'defined' the vertive that joins the nose to the cheeck should be further out.

The black line is where i think vertices are currently, the blue line is where i think the vertices should be.

Good luck


I've just realised you said you are making a 'cartoon' fox.:rolleyes: In that case the nose and cheeks probably should be defined (probably best to ignore my first suggestion then) :o

Post by RichLevy // Nov 19, 2006, 6:17am

RichLevy
Total Posts: 1140
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http://artblock.ru/html/fox_1.htm


Nice cartoon fox image planes to work from, might make your fun little project a little easier.


Have fun


Rich

Post by Morgan // Nov 21, 2006, 6:00am

Morgan
Total Posts: 138
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Thanks for the suggestions, guys. Haven't had a chance to go back and make any changes/additions just yet, but I do agree with Hemulin that I'll probably adjust that edge. Cartoon or not, that does seem just a little bit sharp there.

Rich, thanks for that link. Might incorporate a few elements from that to make the head a little more detailed... and definitely change the nose, which I wasn't happy with (for reasons which are probably obvious.)

Post by Morgan // Dec 3, 2006, 5:31pm

Morgan
Total Posts: 138
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So, as it turns out, trueSpace 4.3 doesn't like it much when you move vertices in a mesh. Leastwise, it makes the render of the control mesh's geometry look "broken", and trying to load a saved object where that is the case results in a crash. So, as this basically leaves me with the option of getting all the positions right the first time or (hopefully) using boolean ops to make adjustments, it's a bit of a setback. Not, I think, an insurmountable one, however. Just a very annoying one.

Still, I think the head will be the most difficult part anyway. Once I get that done, the rest shouldn't be too much trouble. (Except possibly the hands, but I'll burn that bridge when I get to it.)

Post by Morgan // Dec 3, 2006, 6:17pm

Morgan
Total Posts: 138
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Editing bugs notwithstanding, I've made some progress on this thing. Ears have been redone, as have the "cheeks". I'll be reworking the cheeks a bit more to make them smoother, but I'm getting closer to something I'll be happy with.

http://www.darnbeagles.com/images/3d/Foxhead3.jpg

Post by Nez // Dec 4, 2006, 12:50am

Nez
Total Posts: 1102
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Looks cool - any idea what causes the slight wrinkling along some of the edges?

Post by Morgan // Dec 4, 2006, 6:12am

Morgan
Total Posts: 138
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Yes; that appears to be caused by there being vertices too close together in the control mesh of the SDS; reducing tension helps some, but one can't go below 0 after all... that's part of what I felt needed fixing with the cheeks. I reduced the geometry there just a bit, and it's now smoother (no upload right now, though; that'll wait until I've got a more substantial change to add in.)

Post by Jack Edwards // Dec 4, 2006, 6:38am

Jack Edwards
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Hey Morgan,


This is starting to get a cool stylized look to it. I like where you've gone with the ears.


Keep working at it. :)


-Jack.

Post by Morgan // Dec 5, 2006, 8:36pm

Morgan
Total Posts: 138
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Thanks Jack; took a lot of planar fiddling to get those, but definitely worth it, in my opinion.

Here's a minor update on the fox... the ears got tweaked just a little bit to pad out a thin "wall" (upper right corner if you're looking at the right ear, mirrored on left of course). Cheeks have been smoothed by reducing the geometry just a bit.

I'm including an image of the box model below it; I'm trying to figure out what the best way to add eyelids and to separate the upper and lower portions of the mouth/snout would be. Anybody have any suggestions?

http://www.darnbeagles.com/images/3d/Foxhead4.jpg
http://www.darnbeagles.com/images/3d/Foxhead4box.jpg

Post by splinters // Dec 6, 2006, 1:17am

splinters
Total Posts: 4148
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I'ma bit busy at the moment but if you go through my 'pepe the pig' threads, I am pretty sure there is a box model in there showing how I did the eyelids. Otherwise I will post one later...:)

Post by Morgan // Dec 6, 2006, 7:22am

Morgan
Total Posts: 138
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I'ma bit busy at the moment but if you go through my 'pepe the pig' threads, I am pretty sure there is a box model in there showing how I did the eyelids. Otherwise I will post one later...:)

This post, right? (http://forums1.caligari.com/truespace/showpost.php?p=13350&postcount=52) Looks pretty much like what I was expecting to be necessary for the eyelids. Do you do much adjustment of them in the posters? (I looked and thought there was some variation, but wasn't sure). If so, have you come across any pitfalls or hazards I should be aware of when attempting to do so?


Thanks for the help!

Post by splinters // Dec 6, 2006, 8:41am

splinters
Total Posts: 4148
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Yup, sometimes I adjust the faces on the model itself...sometimes just a bit of liquify in Photoshop. Whatever gets the job done...:)

Post by Morgan // Dec 22, 2006, 6:27pm

Morgan
Total Posts: 138
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Well, right now I'm going with polygons for the eyelids; the need to go across one of the lines for the forehead causes some ugliness in the subdivided mesh if I do it by sweeping faces, so right now handling it that way will have to wait for some more thinking than I really want to spend on it right now. (Plus, I'm not that unfond of these as-is, and they're relatively easy to adjust. But we'll see.)

The nose has been adjusted for width, and a mouth has been added. Not 100% sure on the colors, but that's easily adjusted, of course.

Aside from any suggestions here which might crop up, I'll be working on the neck and body next.

http://www.darnbeagles.com/images/3d/Foxhead5.jpg

Post by SteveBe // Dec 22, 2006, 7:00pm

SteveBe
Total Posts: 282
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Looks good Morgan! Starting to come to life!:jumpy:

One thing I can suggest is try to have seam in centre of left/right sides.

Nice job though, looks like the Firefox fox!

Post by Morgan // Dec 22, 2006, 7:19pm

Morgan
Total Posts: 138
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One thing I can suggest is try to have seam in centre of left/right sides.


Not sure what you mean, Steve; can you clarify a bit?

Post by SteveBe // Dec 22, 2006, 10:35pm

SteveBe
Total Posts: 282
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Sure, something like this:

Post by Morgan // Dec 23, 2006, 1:42pm

Morgan
Total Posts: 138
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OK, I can see what you mean now, but I'm not sure what the goal would be... unless it's to then raise up that seam a bit to make the head a bit "rounder"... is that what you mean?

Post by RichLevy // Dec 23, 2006, 2:55pm

RichLevy
Total Posts: 1140
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You can make the head rounder by adding that seam, but more importantly, you could than delete 1/2 the head model and use the Mirror Modeler. This way you only have to work with 1/2 of the model, the other 1/2 duplicates the same moves you make on the modeled side. 1/2 the work, symmetric sides more free time for other great hobbies.


Rich

Post by Morgan // Dec 23, 2006, 8:33pm

Morgan
Total Posts: 138
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You can make the head rounder by adding that seam, but more importantly, you could than delete 1/2 the head model and use the Mirror Modeler. This way you only have to work with 1/2 of the model, the other 1/2 duplicates the same moves you make on the modeled side. 1/2 the work, symmetric sides more free time for other great hobbies.


Rich

I'm already pretty much doing that; the "whole head" you guys are seeing me post is the result of combining a half-model I'm duplicating and flipping (trueSpace 4.3 doesn't have a mirror modeller). The absence of a seam is caused by the boolean union.

Post by SteveBe // Dec 28, 2006, 12:00pm

SteveBe
Total Posts: 282
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Please keep going Morgan. I had forgotten what was available in 4.3. I was thinking
in terms of mirror modeling and another set of control edges. You're doing a
great job and it's nice to watch your progress!
:jumpy:

Post by Morgan // Jan 2, 2007, 8:48pm

Morgan
Total Posts: 138
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Haven't had much time to devote to this over the past few days, but I did get a few minutes to add a torso.

http://www.darnbeagles.com/images/3d/Foxbody1.jpg

Post by Linus Quigley // Jan 3, 2007, 1:21am

Linus Quigley
Total Posts: 6
Hi,

I like the way this is looking. With a mouth that big, I'm sort of picturing a big belly on this fox, but I don't know :)

Linus

P.S. The comments about the eyes were interesting. Might be nice to see the mesh again, at some point, for my own curiosity...

Post by Morgan // Feb 3, 2007, 9:26am

Morgan
Total Posts: 138
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Added a tail, finally. Took me a while to get a look that I liked. Adding this seems to have reintroduced a few wrinkles, but I guess I can deal with those after I've got the entire body constructed. Arms and hands are probably next on my list. (Eyes and nose are currently removed and will be re-added later).

http://www.darnbeagles.com/images/3d/Foxbody2.jpg
http://www.darnbeagles.com/images/3d/Foxbody2box.jpg
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