Help - Search - Members - Calendar
Full Version: Cooper
Hash, Inc. Forums > Technical Direction and Development (Learning Animation:Master) > A:M Tutorials and Demonstrations > Modeling
rekh
Okay...

so I'm kickin booty using the art of animation manual. I mean I'm going through the manual and I'm thinking this is too easy. That is until I get to little Cooper. For what ever reason, I can't seem to wrap my head around this exercise. It's kinda funny.

I've set-up the rotoscopes as per instruction. I did the "outline" along the left profile of the face. At first I'm thinking another conqured tutorial, soon I'll be reading the 'big manual' I just purchased off amazon.

Anyway, the problem that I am having is that I can't shape the 'extrudes' to Coopers nose.

Just looking at the picture and reading the manual, I haven't figured out when or where to begin the shaping process. From the front view I can align the patch to the shape of the nose. But from the side, when/where do I begin to gradually shape the nose? What landmarks do I use to begin pulling the points back?

Is there someone very experienced in building heads in AM?

There's no way I giving up, but I can use some help smile.gif
trajcedrv
I am not by no means very qualified in modeling heads (I've modeled total of 10;)) but I have always managed to get what I wanted...

Trial and error is a trick: lot of trial and error, rotating model in the viewport and persistence...
Duke
Hi Rekh

I found this tutorial quite helpful, sure its not english, but if you follow the images you can get e pretty good idea of the process.

Head Tut

hope it helps.

Leo rolleyes.gif
a1amatrix
maybe this link will help you
http://www.colins-loft.net/new_coop_tutorial/CoopFace.html

cfree68f
yeah definately try using my new "edited" online version instead of the book. The book was very heavily edited down and probably skips some important stuff.

heres the link again.

http://www.colins-loft.net/new_coop_tutorial/CoopFace.html

C
GAngus
Colin,
Thanks for the mini-update here.
This has got to be one of the most comprehensive tuts ever.
Hope you are doin OK.
Strange, My sister in Tampa went through almost the same experience.
The jerks down there left a couple staples inside and she had to wait for months till they made there way out.
Just unbelieveable,
Hang in there bud.
rekh
Thanks for the help and suggestions, guys.

I really appreciate it!!!
Kai
QUOTE(rekh @ Oct 2 2006, 10:01 PM) *

Okay...

so I'm kickin booty using the art of animation manual. I mean I'm going through the manual and I'm thinking this is too easy. That is until I get to little Cooper. For what ever reason, I can't seem to wrap my head around this exercise. It's kinda funny.

I've set-up the rotoscopes as per instruction. I did the "outline" along the left profile of the face. At first I'm thinking another conqured tutorial, soon I'll be reading the 'big manual' I just purchased off amazon.

Anyway, the problem that I am having is that I can't shape the 'extrudes' to Coopers nose.

Just looking at the picture and reading the manual, I haven't figured out when or where to begin the shaping process. From the front view I can align the patch to the shape of the nose. But from the side, when/where do I begin to gradually shape the nose? What landmarks do I use to begin pulling the points back?

Is there someone very experienced in building heads in AM?

There's no way I giving up, but I can use some help smile.gif





I am also struggling with this excersize. I have tried the online tutorial, but I still don't understand how to do stuff, such as making the eyes and nose look the way the tutorial does. I have spend hours just on the eyes, but i can't get it.
cfree68f
Patience is a virtue when modelling heads and bodies ;-)

Think about landmarks. For the nose the point of it is usually round (in AM all you'll need for that is 4 points, with 2 down the center just to have a center line) Then the next landmark as you move out is the nostrils. Same deal, but, and here's the trick, you'll almost always want to have a spline between landmarks otherwise the tension between landmarks would distort each other. If you look at the nose on Cooper, you'll see I talk the talk and walk the walk.

Think about all the bumps on a head, cheeks, jaw, chin, lips, nose, eyebrows, eyes (bumps in reverse count as well), even dimples. There is a minimum number of points that will create a hollow or bump. How many is it?.... Anybody? Anyone? Bueller? the answer is 3. Now some bumps might need more but most wont. Try for less and add more if you need them. The fewer splines you use, usually the smoother the result, the exception is on extreme curves where you'll probably use at least 4 splines to round the corners.

It all sounds really vague and I tried like hell to show a thought process as I went through modelling, but some things are just touchy feely and you'll get better with practice. Try getting a girl friend or your kid or brother or sister to sit still and actually feel their head and face (If they'll let you that is) You'll get a much better feel for the places to put points and splines.

The really hard part is where you work yourself into a corner and have to many splines to close off like around the mouth or eyes or ears. Then its all a judgement call.

I hope this rambling helps. Some things are just hard to put into words.
Rodney
There are a few other options to consider here as well.
While the Cooper tutorials are (to me) the defacto standard for creating a human character these days you may want to consider some alternatives.

Modifications/Adaptions
Can you modify an existing model to meet your needs?

While it is best to have a solid working knowledge and the experience to go with it these assets don't appear overnight after a good sleep. As has been mentioned it takes time, patience and perserverance.

Rather than get stuck it might prove beneficial to study, modify or even cannabilize existing models.
Purists that will only use models they have wholey created have already mastered the art of patience because that route is going to take a long time.

Paid Tutorials
Purchasing tutorials that go beyond 'free stuff' must be considered.
It takes time to create good tutorials (thanks Colin for taking that time!).
Where static webpage or print examples don't provide enough video tutorials may provide what is missing.

Paid tutorials help support those who take the time to put these demonstrations together.
(Note aside: Colin if you ever create a video version of your Cooper Tutorials I'll buy it!)

WIP and Teaching Opportunities
Another alternative is to begin a WIP here in the forum and post your step by step progress toward the goal.
This provides an opportunity for others to give feedback and help you (the artist) to articulate and extend your knowledge outward instead of only internally. In other words, teaching is learning! When you demonstrate how things are (or are not working) you cannot help but learn.

Success?
The secret to success (that really isn't a secret) is getting involved with others in your common areas of interest. Anyone who has experienced success should be able to look back and see who helped them along the way. Thanks to Colin Freeman we have a great tutorial to guide us through the rough spots. Thanks Colin!

A few other words to throw into the mix:
Assess and acknowledge what you already know and have learned. (Access this information!)
Don't fear rejection. (Where one door closes several more usually open)
Understand failure is just a temporary condition. (Caution: Only allow acceptable risk)
Learn from mistakes. (Make lots of them but see above)
Get involved with others of like interest. (Make friends. Have fun.)
Teaching others is its own reward. (Best reward going)
Give credit where credit is due (Support those that support you. Whether paid or otherwise credit those that provide inspiration, information and support that you find useful.)

...and try to stay on topic! tongue.gif
Rodney
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2012 Invision Power Services, Inc.