Show and discuss progress on anything here for feedback (upload finished work to your journals)
Work in progress
dark arts diary
It was a normal saterday when they began to appear,men, women and children transformed overnight into hoards of creatures.
These are my journals of the months i spent surviving what was once my home town. The phones were out and no electrical equiptment was working, so i managed to scribble down these descriptions and notes.
[IMG]http://members.optusnet.com.au/alti3/zombs/lozombieplague.jpg[/IMG]
[IMG]http://members.optusnet.com.au/alti3/zombs/lozombeast.jpg[/IMG]
As i moved further to the coast the insectile creatures started to appear more and more female, the screaches and howls of a night were always followed by whooping and clicking.
If i can make it to the coast by sunset or late afternoon, i might last another week on fish.
[IMG]http://members.optusnet.com.au/alti3/studio/lobuzwom.jpg[/IMG]
The night came on sooner that i would have hoped, i heard breathing in the shadows then turned to see them scatter back to the woods.
[img]http://members.optusnet.com.au/alti/pp.jpg[/img]
heres the origional pic, and the orc version side by side,
i used all photoshop
[img]http://members.optusnet.com.au/alti3/zombs/morf.jpg[/img]
[IMG]http://members.optusnet.com.au/alti3/zombs/jahses2.jpg[/IMG]
OC action, mine is on the left, amer's is on the right, i just introduced him to the program i think he did ok.
apex maden
[IMG]http://members.optusnet.com.au/alti3/studio/loapm.jpg[/IMG]
They guard the barrier between the worlds, these mithic angels living for generations serving mankind : protecting us from the dark planes of reality.
[IMG]http://members.optusnet.com.au/alti3/studio/apf.jpg[/IMG]
When the maidens fail to keep their border secure there is a breech.
One of the planes is habitat to this dark ancient race- The Marra
i really like the first one, you have a fairly high level of detail but still maintain a certain looseness in the drawing. not so keen on the second one, the proportions of his right side seem to be off. hopefully you will continue to add to them cause i've always liked it when people build up a series of characters along the same theme.
this one being my favourite [url]http://wormwood.gfxartist.com/[/url]
My website: some feedback please!
Hi,
I've finally finished some new designs for my website (and a forum :p) after switching to www.gamedevhosting.com
I would like some feedback on what you think of it:
www.jabigp.com
www.designs.jabigp.com
www.forum.jabigp.com
Thanks,
James
yeah sites designs not bad at all... I like your use of script to do rollover etc..
I wouldve tended just to use something like onmouseover="document.getelementbyID['blah'].oldImage.jpg = newImage.jpg" inside of the href, or something like that.. but I like what yourve done too..
You could add a Character style sheet in there to take of format and pulling that kind of stuff out of the body of the document, I guess then you could even seperate your script and CSS into seperate documents..
Cool enough dude.. nice and accessable and functional
good one!
A big design no no is using Photoshop bevelled buttons. They rate up there with starfield backgrounds, midi music playing in the background, and pictures of your pet dog on the front page. [:)]
Navigation is fine, but personally, I think everything is too BIG! The logo is huge, same with the buttons, partner links, and the news font. I know I'm bordering on tiny on Sumea with the fonts on the main page (I wouldn't go any smaller than the news font there, which is at 11 pixels - but I reckon your news font can go one or two steps lower). As for the graphics (and in general), making things a tad smaller makes it look sharper and more professional, plus you get more space to use. Less is more!
I know you probably don't wanna hear fancy shmancy designer talk, but the white glow on the top left of the page takes the visitors eye away from other parts of your page - your logo needs to stand out a bit more as it's kinda lost in the blue, personally I'd do it in white.
ocean storm (oil)
Space Racer - concept art
Arrgh! this user-friendlyness is freaking me out!
...okay, freakout over :)
my latest marker and pen concept sketch. I've had a bit of a break from drawing but hope to get back into a regular habit with it again. I've included a bit of WIP action for anyone intersted in how it progressed. the thumbnail on the left is about 5 cm long and the other fit neatly onto an A4 page. 20 &50% markers used with some cleaning up and colouring in P'shop.
[img]http://www.sumea.com.au/forum/attached/johnn/2004910234315_Space-RacerL…]
doh! now you have pointed it out it looks VERY X + Y wing. It is meant to look starwars derived but it hasn't really made any new ground has it :(
Your fast response spurred me into action to do another concept this arvo. C&C welcome, I might aim to do a few more and then refine one design over the next few weeks (time permitting)
[img]http://www.sumea.com.au/forum/attached/johnn/200491165110_Space-Racer2L…]
okaysie, some more concept spaceRacers. I've attmepted to get a bit of variety across the designs. As I mentioned above, I'm thinking of developing one further. So if anybody would like to see one in particular developed further say so :) as usual C&C welcome and appreciated too.
[img]http://www.sumea.com.au/forum/attached/johnn/200491802618_SpaceRacer_v2…]
[img]http://www.sumea.com.au/forum/attached/johnn/20049180320_SpaceRacer_v3…]
[img]http://www.sumea.com.au/forum/attached/johnn/200491803330_SpaceRacer_v4…]
big ass ruler! ...no not really, I just wanted to use the word ass in my post :P
no ruler used for working perspective lines, or in the drawings in general (with the exception of the top and bottom lines of the twin engines on the third one up.) - I have followed almost exactly Feng Zhu's process for marker visuals. So the only ruler work was for adding in perspective lines at the end to encourage the perception of space, done again by eye. I did draw in some rough perspective line framework by hand before commencing drawing. I think this step is worth doing as it is easier to see if the lines are converging correctly.
A bit of an update - I've done a second version of the ...urr second version! Just sleeking things up a little and added a spot of colour too.
[img]http://www.sumea.com.au/forum/attached/johnn/20049253629_SpaceRacer_v2_…]
Personal opinion: They rock, but for racers (even space racers) I think they're a bit big I know a lot of the space is probably used ofr making more powerful engines and stuff, and not being limited by air resistance means that it doesn't matter as much, but just by looking at real-world racers forumla 1 cras and stuff are usually only just big enough for the pilot/driver and the engines.
Syi
Orc axer
I had to be waiting a while and so I thought I'd sneak a spot of painting for fun. So I wanted to do an orc, I have a unnatural obsession with orcs that I'm having checked out as we speak! [:p] Yeah so here we go. I tried to do this orc pretty quick, it shows! but I'm ok with it it was fun and so I guess that was the point... maybe. heh, this took about 2hrs and 10 mins. So I didn't add much polish to it, just kept it as is. Usually my stuff is pretty unpolished anyways!
[img]http://www.sumea.com.au/forum/attached/matias/200491011245_fierceorc1.j…"[/img]
[img]http://www.sumea.com.au/forum/attached/matias/200491011347_fierceorcste…"[/img]
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/matias/200491011245_fierceorc1.j…"]fierceorc1.jpg[/url]
51.28?KB
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/matias/200491011347_fierceorcste…"]fierceorcsteps.jpg[/url]
45.25?KB
normal mapped frog/lizard/man
Well this one was originally going to be an entry into the current sumea comp, but I decided to skip this one since I won the last one, and not enter at all this time around -- that meant I could take this guy as far as I wanted and try something new [8)]
So he evolved from an emaciated shadow lurker (original idea was it uses your shadow as a means of stalking you), to a slimy frog/lizard/humanoid mix[}:)]. I'm still giving him details and "clothing" bits (the straps on his legs are the start of this), so he's probably around 80% done -- wanted to share and get some feedback [:)]
Pic's
[url="http://www.garandnet.net/~malakai/content/misc/thangy_pres_1.jpg"]pic 1[/url]
[url="http://www.garandnet.net/~malakai/content/misc/thangy_pres_2.jpg"]pic 2[/url]
[url="http://www.garandnet.net/~malakai/content/misc/thangy_pres_3.jpg"]pic 3[/url]
6338 tri
3 1024x1024 texture sheets (diffuse, normal, specular)
lil' update - just having fun with him really, testing out new methods and techniques and what not.
[img]http://server5.uploadit.org/files/jistyles-nakahrell_pose.jpg[/img]
that's sitting at 3 1024x1024 texture maps (specular, normal map, diffuse)
here's the updated source sheet:
[img]http://server5.uploadit.org/files/jistyles-nakahrell_sourcesheet.jpg[/i…]
So which one is it JI a frogman or a Lizardman? it clearly can't be both as that would be a paradox [:P], sorry i'm just trying to find an error anywhere and tryin to stop you from putting us to shame as Livewire said [:(] and seeing as your models are always 200% i just thought i'd pick on the naming [:(]
enviro thread
[IMG]http://members.optusnet.com.au/alti3/studio/lostar.jpg[/IMG]
trying out some new texniques for environments wich i need to practice.
hope you like the first.
Game "concept" Trailer
Just finished this concept trailer for a idea called savageland, all the models etc textures are made to game specs around 2000 pollys per character, the trailer runs for almost 4 minutes including credits and was made in max, not sure how i can post up the whole trailer atm, what compresser do you guys suggest and screen size etc etc !!!! and ive only got about 5mb web space atm :(
anyways here are some screen shots:
[img]http://home.iprimus.com.au/colmdoyle/threadpics/sav1.jpg[/img]
[img]http://home.iprimus.com.au/colmdoyle/threadpics/sav2.jpg[/img]
[img]http://home.iprimus.com.au/colmdoyle/threadpics/sav3.jpg[/img]
[img]http://home.iprimus.com.au/colmdoyle/threadpics/sav4.jpg[/img]
[img]http://home.iprimus.com.au/colmdoyle/threadpics/sav5.jpg[/img]
thanks
Colm
Looks really cool dude.. be awesome to see the whole thing animated..
If you need to compress it you should use divx(avi) or sorenson3(quicktime) both codecs are comparable in quality with quicktime being cross compatiable with macs.. the lowest quality usually works out to be a 1mb for a minute of footage.. at 320x240.. you should however for quality output at about 4-6mb/ minute..
I usually make three versions low bandwidth through to high b/w
hope that helps you out..
just google search for "free web space" or something. theres free webspace from 10-500 mbs floating around. www.tk is free with just one pop up add(and browsers these days blockout most popups) and yur domain is just www.domain.tk which is very easy to remember
I use dbspot.com, from darkbasic but i think yu have to actually be a DB forumn pal of that very cool guy, I got mine ages ago(UNLIMITED WEBSPACE) OMGOMGOMG, so he's prolly forgot about me, lol. note: always read the side notes, host always have some wierd restrictions/conditions. like on dbspot it has to be 3d, game programming related, and .tk has no this, that and more random stuff(like porn). neway GL ^_^
thanks for the tips guys, ive already got a .tk and a .com site www.colmdoyle.tk and www.touchmydesign.com (site not finished) so thats no prob, but its the web spaces thats a problem, ill re compress the movie at a smaller size soon because rite now its about 60 mb at 640 x 360 in divx! anymore more comments and tips are welcome ! thanks
colm
male character wip
new character im working on
2802 tri's and im using 4 256*256 textues prob could make 1 a 128 and i have room on another for some accesseries.
the face texture needs alot of work..
[img]http://www.sumea.com.au/forum/attached/rastus/20049104847_1.jpg[/img]
[img]http://www.sumea.com.au/forum/attached/rastus/20049104929_swire.jpg[/img]
Nice flow going on in there dude, but he needs some accesories like you say. for almost 3000 tris theres very little complexity to him bar the details in his boots.
Id go as far as saying that the boots look quite tech / savvy then the pants and belt look more bystander like, then we have a combat vest, with a business shirt underneath.
Also im guessing the knees are where you have the concentration of polys above the boot - in which case they are a bit far down [;)]
Theres quite a few mismatched ideas going on with this guy i think, nothing that a few accesories will fix, maybe some goggles or a sholder holster for a gun. Thats if your going along with your business man turned SWAT team member type styling you have begun with.
look forward to seeing the texture complete [:D]
Mecha unit
I was playing around with a design of mine of a skeletal core mecha. Kept it thin and basic so I could bolt on armour n stuff later. Currently laying the UVs n then my toughest part yet, the textures. Rigging should be a piece of cake for this type of characters.
Critque is mot welcome.
[img]http://www.sumea.com.au/forum/attached/panzer/200483024839_mech2.1.jpg[…]
been busy the last few weeks but only recently manage to work on this design lately. The texture is still wip and the armour design has be implemented. The armour is a separate mesh.
[img]http://www.sumea.com.au/forum/attached/panzer/2004930191441_wip01.jpg[/…]
[img]http://www.sumea.com.au/forum/attached/panzer/2004930191527_wip02.jpg[/…]
Behold the Fuzzel!
Alas due to my commitment to my end of year project i have been unable to find the time to get started ont he sumea modeler challenge, and i really wanted to enter one this year (guess i'll just have to wait 'till next time).
but that's ok cos it means i can concentrate on the project more.
it's a mario kart style game with vespa type scooters, and this guy is my favorite cahracter type: the Fuzzel
fuzels are small, cute and happy little yellow fuzz ball creatures that have the unfortunate job of holding up item boxes, meanig that in collecting an item box you have to run them down! but they're pretty tough little things and they jump rihgt back up and valiently heft up another item box.
here's the concept and model thus far:
[img]http://users.tpg.com.au/nikoj/CharacterModelSheet_Fuzzel.jpg[/img]
[img]http://www.cth.com.au/~droste/images/scooter-game/fuzzel-tech.jpg[/img]
NOTES:
> this is version 2 of the model, the first matched the concept pretty much exactly
> issues we are having is the tail - yay or nay
> the nose, yay or nay
> the antennae and ears - yay or nay - it is has antennae it wouldnt have ears, and i'm thinking no antennae.
> i think the tail makes it look to much like a rodant, and the antennae make it look too much like a bug
> will probable move the legs forwards a bit and make the feet bigger to balence it better.
> we want them to be as cute and happy as possible. i really wnat a little yellow fuzz ball type thing with big eyes, short stumpy legs and small arms.
one more note i think is important:
Cute: fun to run them down
Really happy: you want to run them down
feedback would be very much apreciated.
oh, and cos i've been told to do so:
(c) Ben Droste, Primed Games (we have a website but it's only in beta at the moment so i'll post a link once it's finalised)
sceen wip
posted this on cgtalk thought id post it here as well
cant be bothered to type all the textures out but its less that a 1024 by 1024 i think :/
lights will be put down to a light map later on.
[IMG]http://img.photobucket.com/albums/v193/rastus/asdf.jpg[/IMG]
[IMG]http://img.photobucket.com/albums/v193/rastus/up1.jpg[/IMG]
Diabolical
/me picks his nose [:o)]
e been playing Diablo 2 again and decided 2 make Diablo ! (I always make the bad guys.. dunno why :S)
This is my third attempt at him since I started modelling, hopefully I'll finish this one!
Anyway here he is:
[img]http://img.photobucket.com/albums/v421/Reign_VI/diablo2.jpg[/img]
Any crits are welcome <;D
wiffle: just looks like he has some form of backface culling on (heh.. i use maya, dont know if thats a term that translates into max) and that he hasnt completed adding the end of the tail and head yet.
Great looking model church, in my nerdyness i got a little diablo toy (about what 4 inches tall) thing to sit on my desk and rarr at any passersby (along with all the other little things i like to collect) so if you like i could do my best to take some digis to provide like an orthographic set for you. Ofcourse it wouldnt be lineart but if you need a good reference thingy just say so :D
zip file here: [url]http://www.vooks.net/moonunit/diablo.zip[/url]
though i gotta say, looks like you got him pretty much down pat anyway :D
note: the model has two different styled hands and is not symetrical, dont get confused :P
well have been VERY slow with this model.. havent even finished modelling it yet :|!! I still have the entire head 2 model... but I started skinning him anyway 2 give me some motivation:
[img]http://users.bigpond.net.au/gatsu/diabloc.jpg[/img]
heres some colour variations:
[img]http://users.bigpond.net.au/gatsu/yer.jpg[/img]
[img]http://users.bigpond.net.au/gatsu/yer3.jpg[/img]
thanks again 2 moon unti for the awesome pics!
crits and comments are more than welcome!
(sorry if this is counted as bringing up an old topic ;x)
[img]http://www.zeq2.com/forums/files/4_182.jpg[/img]
some slow progress, shot with 3 lights and a smelly spec map :O
New Guy New Stuff
Hi people,
I am new to this forum. Let me know what you think
[IMG]http://img.photobucket.com/albums/v352/weather/conan_1.jpg[/IMG]
[IMG]http://img.photobucket.com/albums/v352/weather/snow.jpg[/IMG]
[IMG]http://img.photobucket.com/albums/v352/weather/forest_2.jpg[/IMG]
Thank you, glad you liked it.
Images were all done in PS8. Here is a matte painting I'm working on.
[IMG]http://img.photobucket.com/albums/v352/weather/desert.jpg[/IMG]
Hi people,
The matte that is present in this thread is the combination of about 50 or so photo plus a whole heap of painting. So there is no original photo. I start with a simple line sketch to get the composition down, then I start to introduce photos that fit into the scene I am trying to create.
Then I paint and "grade" the image until the image "sits" to together.
Its a flairly time consuming process.
Here is another matte I did a while ago. This one is created via the same process, except that it was a bit trickery, cause I had to comp in the figure in the foreground.
Cheers
Weather
[IMG]http://img.photobucket.com/albums/v352/weather/LADY64.jpg[/IMG]
Character: Quog Soldier
This is the begginnings of a high poly ive just started working on, partly cause i wanted to make a new high poly and also to practice painting textures before starting my contest model. c & c is welcome
[img]http://www.sumea.com.au/forum/attached/conundrum/200481534910_Quog-2sma…]
heres a bit of progression from this afternoon. tried to put more definition into it
[img]http://www.sumea.com.au/forum/attached/conundrum/200482674350_Quog-Rend…]
Coming along well, couple of things I noticed though:
*maybe give him an actual mouth, rather than just a lip lump.
*His toenails look too flat, like they're not even three dimensional.
*Same with his hands, they look a little flat.
Really like his shoulder pads/helmet combo, nice design, I want one!
soldier uber
[IMG]http://members.optusnet.com.au/alti3/oc/unisoldier.jpg[/IMG]
its been too long -
a little sketch from the other night.
[IMG]http://members.optusnet.com.au/alti3/oc/zombiewrench.jpg[/IMG]
he's a zombie done during an OC session
SpaceCraft (ArtTest)
Please comment i need all crit to make it as good as possible, as its for an art test....
[img]http://mathewstwins.customer.netspace.net.au/ship/ship1.jpg[/img]
[img]http://mathewstwins.customer.netspace.net.au/ship/ship3.jpg[/img]
[img]http://mathewstwins.customer.netspace.net.au/ship/ship4.jpg[/img]
[img]http://mathewstwins.customer.netspace.net.au/ship/ship2.jpg[/img]
Thanks
glamour shot with updated skin....
[img]http://mathewstwins.customer.netspace.net.au/ship/ship05.jpg[/img]
ok which is beter of the 2, the back one it the skin from above, the closest ive rusted up more and messed with the lighting more....
[img]http://mathewstwins.customer.netspace.net.au/ship/skinupdate1.jpg[/img]
ok another update, any more crit?
[img]http://mathewstwins.customer.netspace.net.au/ship/skinupdate3.jpg[/img]
ive only put them on there(and the plsama fx) for looks, theyre on the concept art so i decided i should put them on just to get an idea for it....
I would guess they would be simmilar to how the trails work in games such as homeworld, theyre controlled in the game engine and theyre kind of like tyre trails as they fade out but follow your path... if that makes sence :P
Maya Integration exercise
Hi ya... thought I might throw up this purple worm dude I integrated into a photo still....
[img]http://student.ci.qut.edu.au/~n4675215/misc/Final.jpg[/img]
cheersss [xx(]
WIP - Skyline r32
ive started to model a car namely a skyline first car made in 3dsmax with polys!
here are some renders from the start to now:
[img]http://home.iprimus.com.au/colmdoyle/threadpics/32_1.jpg[/img]
[img]http://home.iprimus.com.au/colmdoyle/threadpics/32_3.jpg[/img]
[img]http://home.iprimus.com.au/colmdoyle/threadpics/32.jpg[/img]
and the latest render
[img]http://home.iprimus.com.au/colmdoyle/threadpics/yellow_32.jpg[/img]
i would say im 40 % or so threw modeling going to try put in alot of detail over time,
comments on the shape / look / everything welcome !!!
Colm
thanks 4 the comments so far, as i said ive only done about 40 % of the modeling i want to do, but it good to here its on the way to being photoreal, moonunit i think they do the 1/4 mile in about 14 seconds as a stock car with no mods. thanks again 4 your comments keep them coming ill try work in the car more over the weekend; here is a render of the rim and tyre (not quite finished)
[img]http://home.iprimus.com.au/colmdoyle/threadpics/32r_rim.jpg[/img]
thanks
colm
thanks for the comments guys, haven?t had any time to work on the car at all with tafe (just started a graphic design course) but i will work on it more very soon and post up some updates.
Avalanchex ive just been modelling the car with polys start at the front wheel arch and move out from there, ive also been modelling each "panel" of the car as a separate object not really sure if this is a good thing to do but it give you realistic lines in the body work of the car, the materials used are just standard 3dsmax raytraced materials, using hdri for lighting, will post up some wires etc soon
thanks
colm
Hi - Here is a slight update not alot changed added a intercooler, and some mesh for the grill, and im trying to sort out the headlights, i still have to model some "globes" to go behind the glass of the headlights, they should look better once that is done.
[img]http://home.iprimus.com.au/colmdoyle/threadpics/yellow_32_2.jpg[/img]
anymore comments !!!!!
thanks colm
working on the head lights a bit still dont really like them; but ill leave them 4 now.
[img]http://home.iprimus.com.au/colmdoyle/threadpics/yellow_32_3.jpg[/img]
Colm
thanks 4 the comments guys below is link to a short tut on how to achive the same lighting ive got here;
and btw im just using scanline with ligthtracer, anyways have a read threw the tut below and you should get the same results, tho i am using max 5.1 and its hard to use hdri maps in this ver of max, so if your using max 6 i think it should b alot easyer then the tut below (im gonna install max 6 sometime this week)
anyways there is the link to the tut on hdri:
[url]http://www.xenomorphic.co.uk/doc_hdri.htm[/url]
ill work on the car a little bit later in the week got a heep of assignments to do 4 tafe atm
thanks
colm
little update havent touched 3dsmax for a good few weeks, nothing major changed here just door handle and some trims and the headlights.
[img]http://home.iprimus.com.au/colmdoyle/threadpics/yellow_32_4.jpg[/img]
thanks
Thats coming along really nicely.. you should go sick on the details to really sell the whole look.. adding the window wipers and the grill which sits just below them.. etc.. Brake calipers!! big fat red Brembo brakes! you need them! hehe.. also I think modelling parts of the interior so you don't have to tint the glass so heavily would make a huge difference... the glass just dosent seem to work as well as the rest of the model.. hmmmmm [:0]
cheers!! [8]
Character Model Finished
I've finally finished my first character model! I did it using the cut faces and split polygon tool, didn't want to get into nurbs or subdiv stuff since it's a little intimidating. Now I have to texture, rig and animate him.... Yikes.
Body:
[img]http://users.bigpond.com/jason129/final1.jpg[/img]
Side:
[img]http://users.bigpond.com/jason129/final2.jpg[/img]
Head:
[img]http://users.bigpond.com/jason129/head.jpg[/img]
Head wireframe:
[img]http://users.bigpond.com/jason129/head2.jpg[/img]
Hey thanks moonunit! I used this tutorial for the body:
http://www.planetunreal.com/mentallic/Tutorial/Tute1Page3.html
and I used this tutorial for the head:
http://www.maya3d.dk/Tutorials/HeadModeling/HeadModeling.htm
Because the techniques were really basic it allowed me to adapt it to anything I wanted to model.
I have a question about animating. I was told that having triangles is bad for rigging/animation since they don't collapse/deform well and quads are better. But I've also heard that for game models people use the triangulate function on their models after completing them? Why is this? And why do so if triangles are bad for animating/deformation?
Any help is appreciated :)
Wow, that looks good for a first model. Congrats on getting it finished :)
Some parts of the hair could have been done using planes, so that you could have transparency for hairstrands and stuff, plus you will save polies.
I wont answer your question about quads VS triangles as I might be wrong and there are far more experienced artists that can answer it better then I can. Sorry :)
Thanks for the links too btw
Hey Makk, thanks for your comments. Next time I do a model I will use planes, I'm seriously running out of time to get this model done and rigged!
Anyway I'm in the middle of rigging and am having a weird thing appear in my skeleton:
[img]http://users.bigpond.com/jason129/armrig.jpg[/img]
What is that bone that is sticking out when I select the IK handle? Is it anything serious? Will it cause me problems later, should I redraw the joints to keep it clean?
Any advice appreciated!
Thanks Aven, I made the skeleton myself. Hmm I'm not sure if it's just an easy way to select the IK handles because it only appears when I've actually selected the handle. When I deselect it goes away. Is that what you mean?
Has anyone else seen something like this?
If not I might just redraw the arm joint.
Malus - Jason said in his first post that it was his first character model. Making a character rig in Maya isn't the most simple thing to do. Especially compared to Biped. There are about four dozen buttons and they all have about a dozen values in the options. Plenty of things can go wrong.
Jason - Sorry. I couldn't help you out more. The last time I tried IK/FK blending was in Maya 4 using a custom rig tute (and I never really used the rig), so I am not too sure what is going on. My friend and I tried it out all morning. After having many disagreements, we don't really know what is wrong.
What happens is when you create an IK Handle in Maya, it now automatically creates two ghost bone chains that will store the IK and FK animation. You will animate using the main bone system, and the animation will feed through onto the two ghosts. You can then blend the main bone to go between the two bone systems that have their animation derived from the bone system that you are now blending. I hope that makes very little sense, as I am still confused by it :p So the addition of those two bone systems is not unusual (although Maya 6 will hide them until you start doing blending). What is unusual and confusing us is that we are unsure why neither of the ghost bones is following the main system. Here is a test that I did:
[img]http://home.netspeed.com.au/mlanham/tutes/FK_IK.jpg[/img]
You can see that the IK ghost is attached to the main bone system as the blend is set to IK. The FK ghost is off at a different state so that I can blend back to it if I ever need to. Now the main bone can be detached from the two ghosts, beut only when the IK Handle has a blend state between 0 and 1 (but not 0 or 1 of course). Here is a pic:
[img]http://home.netspeed.com.au/mlanham/tutes/FK_IK_02.jpg[/img]
With your example you have the main bone coming off at a completely different angle to both of the ghosts. SO I have absolutely no idea what is wrong. You can try to check that there aren't any keys set on any of the joints or the IK Handle. Make sure that you haven't disabled your IK Solver. If those things don't work, then just delete the arm and start again. It shouldn't take too long.
Although I haven't done it in ages, I always found that creating the skeleton, rigging it and then adding in the IK Handles later on worked a little better for me. I did this, as it allows you to just grab joints and rotate them to see how the skin weights are going, and not have to worry about IK chains going out on you. Just practice, and try some different things to see what works.
I'd personally clean it up(delete and remake that arm bit), with max, i remember exporting a bone rigged character and somehow during export it created an extra bone and screwed around with my anims, (I think the mirror tool glitched or something), but just to be safe I'd kill that arm bone and make a fresh one.
Aven: Just about to start learning Maya, I've had a bit of a play a while bak but that was with 4.5.
I just thought that if he had an FK/IK setup it would be something he had intended therefore he would know, I didn't realise Maya rigs defaulted to enabling FK/IK switching, haven't got that far yet [:P], cool feature.
Hey aven, thanks so much for your help, I really appreciate it!
You said: " Make sure that you haven't disabled your IK Solver."
I don't even know that you can disable it. So I'm pretty sure i didn't. I had a very general grasp of what your were describing, IE: how the bones work with the ghosts etc. But still a little confused.
I ended up just redrawing the arm joints. Hopefully they wont go out of whack this time.... But yeah, thanks again for the help :)
Ok I think I figured out why it's happening. Well I can't explain it but when I select the elbow joint and in the attribute box I go to the 'degrees of freedom' tickboxes. I turn off freedom in the X and Z axis, so the elbow can only move in the Y axis (like a real elbow joint)
Then when I grab the IK handle to test the new movement, that ghost joint separates....
For some reason it doesn't like only 1 degree of freedom. Only when X, Y and Z are selected that it acts normally. hmmm.
Website Redone
Hi everyone, just spent yesterday afternoon updating my website. If you could wander over and check out the new design I would very much appreciate it :)
http://users.bigpond.com/jason129/index.htm
Went for a simplistic look. Just needs to be efficient and easy on the eyes.
Now just gotta get more art done!
Hi guys thanks for the feedback :)
Those buttons are a problem :/ Been trying to think of ways to make them more obvious without cluttering my clean design with text all over it. At the bottom of the page is a sentence telling the user the boxes are navigation, i might move that text up to the top of the page.
Also, I put in things so when you hover the mouse over the buttons, that little yellow box comes up with name of the section it is linking to. Though the yellow info box only comes up in IE and not mozilla which is the browser I'm using... grrr.
Anyway might have to go back to the drawing board and figure out a new design. Doh!
Character: Peahead
this is a sort of high poly model i made a short while ago, its about 5000 quads but ive got a meshsmooth applied. i didn't paint the textures, they were edited versions of some of the planet unreal texture that are for download.
[img]http://www.sumea.com.au/forum/attached/conundrum/2004819381_peahead2sma…]
Art Dumpage #1
well, life has been busy, and personal time is at a premium -- haven't had too much of it to just dink around and do some fun art for myself. Since I've been kinda quiet I decided to pull the few things I have got done togethor and just do an art dump [:)]
I'll probably do another dump in a few days or so; we'll see how it goes.
Oh... and yes... I had way too much fun with the text [B)]
[img]http://server6.uploadit.org/files/jistyles-art_dump_01.jpg[/img]
Your work just keeps on getting better and better :)
Would you be able to post a smoother version of the monster with his crazy feet. I would like to see how the area between his pecs and shoulder turned out. Interesting way of making his hip bones as well. Looks like a very good way to make it more pronounced.
And what is going on with your female character? An achievable chest? What were you thinking? :p
Makk: Hehe... maybe I should do a Thriller sequence with him? [:D]
Hazard: Hey, I don't wear a berret, click at people, and roll my r's just to be called an "artist"... artist? thankyou very much [}:)]
Aven: yeah... she needs bigger boots and boobs huh? [;)]
Souri: The homeless angel bum I did yesterday morning with the new tablet; I can't remember how much else was done with it [:)] don't worry -- it's being put to good use in other work too [:D]
Some Lineart
Heres a concept i made to practice my lineart, made with a fineliner then cleaned up in photoshop. C&C always welcome
thanks
[img]http://www.sumea.com.au/forum/attached/conundrum/200473043328_Robot-Lin…]
I'm finding it quite difficult to read -- I'd say study up on the subject matter you're going for and try and better define the elements you're putting down; I don't want to come off sounding harsh, but the only clear things I'm getting from it is it's a bipedal humanoid type of thing, with some form of interlocked plating, a hand, and a staff. The rest confuses me.
thanks for the reply, no problem with the crit, i have a habit of drawing stuff that makes perfect sense to me but completely starange to other people. the reason i put it up is so id get some idea of what im doing wrong as i find it sort of hard to tell
heres the original sketch
[img]http://www.sumea.com.au/forum/attached/conundrum/20048125249_Robot.jpg[…]
2nd one is cool