Fat Boy

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Fat Boy // Work in Progress

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Post by trueBlue // Oct 1, 2007, 6:05pm

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I hope you do not mind me saying, but that is about the most ugliest thing I have ever seen you do! Very great work Steve!

Post by Nez // Oct 1, 2007, 9:57pm

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Could have done without the 'moon' shot since I was sitting down with a snack when I opened the thread... :o


Fantastic work as always, great texture. Don't know how faithful you've kept it to the LOTR ogre without looking aty some reference pics, but it's a great look - the combination of a hint of reptilian with the elephant-type skin is bang-on appropriate for the model.


I too would like to see some funny poses in with the more serious ones - some yoga or pilates perhaps? :D

Post by MadMouse // Oct 1, 2007, 10:58pm

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Thanks again for all the kind and encouraging comments guys.


I'm glad that he's being recognized as a LOTR troll now.


Have I ever told you that I think you're quite good at this 3D thingy... Hmmmm.... once or twice, if memory serves :D Your not so bad yourself mate ;)


Don't know how faithful you've kept it to the LOTR ogre without looking aty some reference pics Actually there is quite a lot of freedom in the textures. I think I must of looked at every pic of a LOTR troll on the net and they come in quite a variation of colours and textures.


I hope that once it's rigged you'll grace us with renders of him doing something terribly funny like ballet dancing via imported mocap There wont be any animations (not my thing) but I can see some funny poses coming for sure :D


Thanks again guys.


If all goes well, hopefully I'll be back later today with some poses


ATB


Steve

Post by Nez // Oct 1, 2007, 11:10pm

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Thanks again for all the kind and encouraging comments guys.


I'm glad that he's being recognized as a LOTR troll now.


What do mean now? ;) I recognised him/it ages ago!:D



Actually there is quite a lot of freedom in the textures. I think I must of looked at every pic of a LOTR troll on the net and they come in quite a variation of colours and textures.


Yeah, thought there might be quite a bit of variation as there were several 'species' or varieties anyway I think (cave troll, 'siege troll', etc) - I've got quite a good behind the scenes book at home but haven't looked at it for a while. Your interpretation seems a good one in any case.

Post by 3dfrog // Oct 2, 2007, 4:40am

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Hey madmaouse, that is one fine fat boy! The textures really suit him. I watched the headus uv videos. Amazing app. I see 200 dollars of mine disappearing to them in the future.

Post by MadMouse // Oct 2, 2007, 6:05am

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If all goes well, hopefully I'll be back later today with some poses Yeah right:confused: tad optimistic me thinks. I'm having a bit of a nightmare with vertex painting.


I watched the headus uv videos. Amazing app. I see 200 dollars of mine disappearing to them in the future. Thanks Frog. You wont regret investing in Headus, trust me.

Post by 3dpdk // Oct 2, 2007, 9:16am

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This character might make a good enty for the "Strang Behavior Challange"

http://features.cgsociety.org/challenge/strange_behavior/?gclid=CO6DyraVl44CFSE7gQod6WH4Ug

Basically defined as humor found in unexpected behavior. There are animation and stills categories. A few ideas come to mind with this beautifully ugly character.

Your texturing skills have developed beyond anyone I've ever seen in these forums, Steve. (no disrespect to J.L. or anyone else) The ability to make this guy's skin look so real is enviable but I don't have the patience to do the work necessary.

Many, MANY kudos!

Paul

Post by roman // Oct 2, 2007, 1:40pm

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Yeah right:confused: tad optimistic me thinks. I'm having a bit of a nightmare with vertex painting.You mean weight painting? Please post the problems on the Forum I make sure developers are aware of them.

Post by RichLevy // Oct 2, 2007, 3:21pm

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Yeah right:confused: tad optimistic me thinks. I'm having a bit of a nightmare with vertex painting.


Thanks Frog. You wont regret investing in Headus, trust me.


ask questions or post pictures of what is causing you pain...

I did a character the other day using the crazy bob rig from these forums done by 3dfrog. It is not as hard as making a rig from scratch and it has many of the controls already in place for posing your character. I found the weight mapping the easiest I have tried with a high poly character (this character is in the 7K area in low poly configuration).


It might be worth a try, the fingers were the only pain to position.


rich

Post by W!ZARD // Oct 3, 2007, 12:51am

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WooHoo! What a joy! Normally watching a MadMouse project progress is an excercise in extending ones patience as the masterpiece slowly onfolds over time - but, since I've been away from the forums for a while I've come back in time to read the whole thread (so far) in one sitting! Brilliant work Steve!


FWIW I piucked it as a LOTR Cave Troll from the very first untextured head shot - of course living here in New Zealand/Middle Earth you get to see them all the time ;)...


Your modelling and texturing is superb and I'm looking forward to some posed shots.


One observation - Peter Jackson always puts lots of energy into making his characters very 'human', especially the non-human ones. The cave troll from Fellowship Of The Ring which the good guys kill in Balins Tomb in Moria had a real sense of 'thick as two short planks' about him and a degree of pathos that actually makes you feel sorry for him. I'm no authority on modelling intangibles like emotions or intellect but your Fat Boy looks a little... well neutral.


I can offer no insight into how to do it but - obviously depending on what story your final image is telling - I'm wondering if your Fat Boy Troll could be a little more expressive somehow.


Of course the requirements of your final image may very well make this suggestion irrelevant.


HTH

Post by MadMouse // Oct 3, 2007, 2:45am

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You mean weight painting? Please post the problems on the Forum I make sure developers are aware of them. Yes weight painting. Its not really a problem with TS. I find the rigging side of things very easy to use, the weight painting can be a little tricky but is quite use-able. Its more a case of my models proportions not being suitable to bending without serious creasing especially around the shoulders. But thank you for your interest in my project Roman.


@RichLevy Thanks for the idea Rich but as I say above its not really a rigging problem. If my model had better separated joints as your example does it would be a lot easier.


.....but, since I've been away from the forums for a while I've come back in time to read the whole thread (so far) in one sitting! Brilliant work Steve!


Hi Stephen, I was only thinking yesterday that I hadn't heard from you in a while. Glad to know you back with us (hope it wasn't a heath issue). Thanks for you comments my friend. Not sure what I can do about 'Fat Boys' emotions, I'm having enough fun with rigging his body with out trying to rig his face to :D Hopefully in the final render he'll have a sense of threatening about him. We can only hope :D


ATB


Steve

Post by W!ZARD // Oct 4, 2007, 3:49am

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Hi Stephen, I was only thinking yesterday that I hadn't heard from you in a while. Glad to know you back with us (hope it wasn't a heath issue). Thanks for you comments my friend. Not sure what I can do about 'Fat Boys' emotions, I'm having enough fun with rigging his body with out trying to rig his face to :D Hopefully in the final render he'll have a sense of threatening about him. We can only hope :D


ATB


Steve


Hi Steve - thanks for your kind words mate - fortunately my health has been reasonably.... well, healthy of late! I've been busy moving house - actually we've moved about 47 houses down the same street so we still have a river view! We have a LOT of accumumalated stuff that required shifting. It took almost a whole day just to get the computers all plugged back in!

Additionally I've been doing a little extra work as well (industrial mediation and conflict resolution stuff mostly) to help recoup the moving expenses. Anyway, I'm baa-aack now!


Re the emotions - portraying 'human' emotion is I think the ultimate challenge in any form of representational art - the goal is to express an emotion so convincingly that the viewer forgets he's looking at a CG image. In some ways I suspect it's actually easier with animation where emotive information can be conveyed with movement - everyone feels sorry for King Kong on the Empire State Building when we see his emotions switch from anger and aggression to love and sadness. In this case the actual transition from one expression to another gives a lot of information about the emotion being portrayed.

Portraying emotion in a still image is harder - Splinters definitely has the knack for expressing emotive feelings in a still image - we can all see that in his Little Cloud pix. With your Fat Boy he looks convincingly real, thanks to your superb modelling and texture work but this means that the emotions need to look equally 'real'. Splinters does not aim for such 'realness' as you do which I suspect affords him more leeway.

Ironically I thought your unfairly maligned cyber demon had an excellent and convincing 'human' expression which got diluted when you portrayed him as a figurine rather than a 'real' character.

I'd love to be able to offer some concrete suggestions but I consider myself as essentially useless when it comes to portraying convincing emotions (my ex wife would almost certainly agree with that!! :o). What I can suggest is that you look at cartoons which can express emotions with a simple line or curve. Also look at reference pictures. You don't need to rig the Fat Boys face for animation but some judicious point editing may help to bring him to even greater life.

The last comment I would offer is to ensure that his face is only partially symmetrical - real faces, and particularly expressive faces, have distinct but subtle differences from one side to another.

HTH

Post by MadMouse // Oct 5, 2007, 3:45am

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Well 'Fat Boy' is finally rigged and posed....


Sadly I just couldnt get the rigging to work how I wanted directly in TS so what you see here is 'Fat Boy' as a Poser model. He was exported into Poser and rigged and posed there then brought back into TS for texturing and rendering.


With hind sight I think I was a little ambitious with my first attempt at rigging a character in TS. I'm more familiar with rigging in Poser so it was just easier for me. I think, given time and practice, I could of done this just as well directly in TS so dont let my use of Poser reflect badly on TS's rigging tools at all.


I'm already planning my next project, and this will also feature one main character which is a lot simpler in body shape than 'Fat Boy'

so I intend to try to rig this character with TS alone.


These poses are just for fun (although I do rather like the first one)


The next step is to model some props weapons/armour for 'Fat Boy' and then I can settle on a final pose and get on with the background scene.


Comments and crits please guys


p.s. Sorry for the size and amount but I got a bit carried away :D

Post by MadMouse // Oct 5, 2007, 3:46am

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...and here's a couple more.

Post by classic12 // Oct 5, 2007, 3:48am

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ahahaha amazing poses mad mouse your a legend in my mind!:jumpy::banana::jumpy::banana:

Post by jayr // Oct 5, 2007, 3:52am

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Thats amazing Madmouse, brilliniant work. I think he should look angrier though.... well maybe not in the morcambe and wise one!

Post by rjeff // Oct 5, 2007, 4:05am

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Ohh..thoes give me a good chuckle...

Post by splinters // Oct 5, 2007, 4:13am

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Genius, what more can I say. You are an inspiration technically but more than that I value your great (british) sense of humour...:D

Post by Jack Edwards // Oct 5, 2007, 4:39am

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Great work Steve! :banana:


As for crits, I think his expression looks a bit shocked and slackjawed as opposed to fierce... :confused:

Post by Steinie // Oct 5, 2007, 5:13am

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The distance between his nose and the top lip should be closer together and his eyes closer to each other. Right now he is the laughing stock, but you just wait and see....;)

Post by classic12 // Oct 5, 2007, 5:17am

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The distance between his nose and the top lip should be closer together and his eyes closer to each other. Right now he is the laughing stock, but you just wait and see....;)


i wouldnt say that to "its" face if i were you

Post by butterpaw // Oct 5, 2007, 5:43am

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ZOMG! I love the 'pin-up' pose! :p

he's got to live on my desktop here at work for a while .. that should shake 'em up a bit here in the library :D

I hope that's all right with you... ?

Post by MadMouse // Oct 5, 2007, 5:45am

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Thanks for the feedback and comments guys.


I think his expression looks a bit shocked and slackjawed as opposed to fierce...


The distance between his nose and the top lip should be closer together and his eyes closer to each other.


Fair observations guys but I really could of done with them before getting this far along. To do any major facial alterations now would mean I would have to:- remap, re-texture and re-rig! Which is a lot of work. I've done some experiments and it is possible to tweak his expression to some degree in Silo without messing things up.


This is a rough test, its a screen grab directly from silo so the quality is a bit ropey.


Is this an improvement?????

Post by MadMouse // Oct 5, 2007, 5:46am

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he's got to live on my desktop here at work for a bit.. that should shake 'em up a bit here in the library


I hope that's all right with you... ?


LOL yes of course it is.

Post by butterpaw // Oct 5, 2007, 5:49am

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:D:D Thank you!!! :D:D

you've done a fabulous job with 'im! ^_^

Post by Délé // Oct 5, 2007, 5:56am

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lol, awesome Steve! You da man! :)

Post by Jack Edwards // Oct 5, 2007, 5:57am

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I'm not sure Steve. I think the expression needs to change depending on the pose. Which is why I didn't comment on it before. It looked like you were building a neutral facial pose that could be animated. :o

Have you tried to build a facial rig using surface bones? If you right click on the build skeleton tool, in the panel there is an option for surface bones. Mainly it's an issue with opening/closing the mouth, tweaking the cheeks, and eyebrows, depending on the expression.

Drool and spittle might help a bit too... :D

Post by MadMouse // Oct 5, 2007, 6:01am

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I think the expression needs to change depending on the pose. Which is why I didn't comment on it before.


Hmmm... fair enough Jack. As the final pose and scene is yet to me finalised I guess I'll have to see what I end up with.


Edit:


Drool and spittle might help a bit too...


I doubt it would be seen in the final render.

Post by butterpaw // Oct 5, 2007, 6:11am

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Yeah the mouth wide open and teeth bared is very ferocious - he's a pretty menacing critter!

I think he's actually a bit scarier without making changes to eyes and such, because you get the idea he might be smart enough to be even more dangerous...

^_^

Post by jamesmc // Oct 5, 2007, 6:21am

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I'm not sure Steve. I think the expression needs to change depending on the pose. Which is why I didn't comment on it before. It looked like you were building a neutral facial pose that could be animated. :o


Have you tried to build a facial rig using surface bones? If you right click on the build skeleton tool, in the panel there is an option for surface bones. Mainly it's an issue with opening/closing the mouth, tweaking the cheeks, and eyebrows, depending on the expression.


Drool and spittle might help a bit too... :D


Perhaps we need a drool and spittle challenge. :)
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