Help - Search - Members - Calendar
Full Version: Girl Modeling
Hash, Inc. Forums > Forum Archives > A:M Forums Archive > (2010) > Figure Drawing
frosteternal
Just got out the Sculpey and modeled the next head. wink.gif
She is a beautiful girl, who models for a figure-drawing course. She works with the old teacher, shown above.

She is baking right now. Yum, polymers!
This working off real-world maquettes has been an interesting addition to my workflow... & I think it will add a different flavour to the final character designs.

I'll post when there is more progress.
frosteternal
Well, worked on the girl all morning, and here she is so far...
Click to view attachment
frosteternal
Now with ears!
Click to view attachment
frosteternal
Okay, threw on some quick hair & now I'm off to other job to earn some money. laugh.gif
Click to view attachment
She's not all the way there; she needs eyebrows, eye lashes, and some makeup. And the hair is too severe. It needs to be more fun, if we're going to sell the idea that she is beautiful. (At least in the world of the film.)
jirard
I like where your going with this.
SplineSoup
QUOTE(frosteternal @ Feb 13 2009, 01:55 PM) *
She's not all the way there; she needs eyebrows, eye lashes, and some makeup. And the hair is too severe. It needs to be more fun, if we're going to sell the idea that she is beautiful. (At least in the world of the film.)


I don't know that the hair is severe so much as the hairline in this iteration. If you pull it forward a little (maybe even give her a head band where the hair currently stops) it seems that she'd look a good bit younger. And yes, *any* character looks creepy without eyebrows. Nice direction and good contrast to the old man character!
frosteternal
QUOTE(SplineSoup @ Feb 13 2009, 07:30 PM) *
I don't know that the hair is severe so much as the hairline in this iteration. If you pull it forward a little (maybe even give her a head band where the hair currently stops) it seems that she'd look a good bit younger. And yes, *any* character looks creepy without eyebrows. Nice direction and good contrast to the old man character!

I'm going to fix the hair - she looks very spinster/soccer-mom (is that combination even possible?!) I'm about to add her eye-brows and round out her features. Yay.
frosteternal
Click to view attachment
Latest incarnation. I'm less happy with the hair colour/style, still experimenting.
steve392
Thats graet ,I wish I could draw like that then bring them to life ,wonderfull stuff
frosteternal
Alright, looking less inhuman... and younger
Click to view attachment
frosteternal
I'm finally happy with this one for now. What a difference from the original!
Click to view attachment
Next character is the main character, he is a young guy, maybe 18-19(?) kinda awkward and hormonal...
I'll pick up some more Sculpey tomorrow and work out his face in 3d laugh.gif
After I get everyone's heads modeled, I'll start on the bodies. This keeps me interested.
frosteternal
I also got rid of her Klingon-forehead. Its amazing though, how the eyes being made more realistic really brings the character to life!
DarkLimit
-Thanks for the settings-

-She's coming along very nicely, I just think her bottom lip is a bit sharp..
frosteternal
Just for kicks, here is her wire-frame.
Click to view attachment
steve392
Looking better and better and yes the eyes have it
Masna
The female character is looking great! I was also worried about that Schnoz, though.
TheSpleen
Everyone models so good! Very nice work.
frosteternal
Started modeling the girl's body...this is mainly a low-res colliding object for her clothing.
The plan is to bake basic cloth sims into smart-skin so there is no need to simulate after animating.
The setup time for the rig will be longer, but each sim will only have to be run once per joint-region per character, saving time in the long run, and even better - allowing real-time feedback when posing the characters.
(A similar work-flow was used for "Meet The Robinsons.")
Click to view attachment
The same technique will also be used on the old art instructor, and the other guy.
TheSpleen
I keep track of this topic.
steve392
I would very much like to see how thats done ,the cloth thing I mean ,sounds like a nice idea
frosteternal
QUOTE(steve392 @ Mar 30 2009, 05:09 PM) *
I would very much like to see how thats done ,the cloth thing I mean ,sounds like a nice idea

It will only work with semi-form-fitting clothing... loose, flowing clothes are not good candidates. I shall run simulations moving various joints, and then copy/paste the simulation data into a smart-skin that corresponds to the motion. I'll start a topic with a step-by-step when I get to the rigging part.
mtpeak2
That's a pretty cool idea Jesse.
frosteternal
Here's the girl with her body/clothes so far. I'm not happy with the top yet; I hate modeling clothing.
Click to view attachment
mtpeak2, I'm glad you like the clothing baking idea, we'll see how well it translates to this production smile.gif
frosteternal
Pretty much done with this character.
Click to view attachment
Some specialized rigging/simulation baking will be done on the clothing, but that will be later.
NancyGormezano
Ahhh...she dances too! Luvely.
steve392
Thats looking sweet ,I like the clothes
Shelton
Jesse

I have been looking at this thread and was wondering if you could post a settings on the cloth. I am struggling with clothing of a character. I like this idea. I have rigged the character already with the squetch rig and was trying to make the clothing a littel nicer than what I have achieved so far.

Steve


Paul Forwood
Nice work going on in here, Jesse!
frosteternal
Okay, tonight I started rigging her face. I opted for a simple bones rig with null controls that I designed from researching various face setups on the internet. The lower half is done, mostly. I'll post some face movement tests later once I have the rest of her face rigged. (Oh yes, that reminds me, she needs some teeth, too. laugh.gif )
frosteternal
QUOTE(frosteternal @ Apr 14 2009, 12:26 AM) *
(Oh yes, that reminds me, she needs some teeth, too. laugh.gif )


Here's a shot of the bones that control the lower half of her face; I also changed her hair and added teeth.
The face rig I used is really flexible, all bones constrained to nulls with translate-to and kinematic constraints with scale to reach turned ON.
(FACE is too complex for what I need, and this is more cartoony) I was excited that I didn't have to do too much weighting either. Yet.
Click to view attachment
frosteternal
Built the rest of my flexing face rig...each Null on the face "stretches" the area in between itself and its connecting Nulls. It was designed as well to allow for cartoony squashing and stretching. I can build higher level poses for common actions if production needs call for it later.
The next challenge will be in seeing how well this scales to my other characters laugh.gif (I designed it to be easy-fitting.)
Click to view attachment
This disgusted expression is fun to use for testing.
steve392
That looks a complicated face settup ,but by the looks of it you got everything coverd.Would like to see a tut or a inside veiw of that settup .I just use poses and need to get the skinn moving more
kwhitaker
QUOTE(frosteternal @ Apr 15 2009, 09:11 PM) *
Built the rest of my flexing face rig...each Null on the face "stretches" the area in between itself and its connecting Nulls. It was designed as well to allow for cartoony squashing and stretching. I can build higher level poses for common actions if production needs call for it later.
The next challenge will be in seeing how well this scales to my other characters laugh.gif (I designed it to be easy-fitting.)
Click to view attachment
This disgusted expression is fun to use for testing.

I have never built a flexing face for my gang, it will iinteresting to watch how your do your. looks realy good frosteternal cool.gif
frosteternal
QUOTE(steve392 @ Apr 16 2009, 03:45 AM) *
That looks a complicated face settup ,but by the looks of it you got everything coverd.Would like to see a tut or a inside veiw of that settup .I just use poses and need to get the skinn moving more

Nulls act as the control "handles" I placed a null at each point I want to control. Then I added bones to model how they are connected to each other. The bones are *not* parented to anything except the main rig Null. The chin null controls a bone for the lower jaw thru a kinematic constraint.
I created a pose t hide all geometry bones for easy of animation.
The other pose does 3 things -
1) Assigns all bone bases to their corresponding nulls via translate-to constraints.
2) Assigns each bone to it's connecting null via Kinematic constraint - this is KEY - the "Scale to Reach" option in the constraint is turned ON (Except for lip bones, which it is turned on, but so is "scale Z axis only")
3) Aims the jaw at the jaw controller, and influences a null that parents the mouth corners, and one that parents the lower lip, to open lips with jaw. (This makes everything so much more fluid for posing the mouth.)

The nice thing is I get "stretchy" skin movement for "free", as the bones are assigned along splines (due to careful face modeling in the design stage.) If I adjust the corner of the lips, the skin stretching to the cheek moves accordingly. The whole thing in practice works very similarly to magnet mode for sculpting, but controlled by bone influences. I like the fluid nature of the whole thing, with the stretchy bones =)

Whew. I hope that gives you the basics.

(Blinks and eye direction control I want to add via poses.)
steve392
Thank's a lot for explaining that ,it seems a bit complex for me at the moment but I will try to set this up in my model, as it looks and sounds like the perfect face control.Very nice work
NancyGormezano
QUOTE(frosteternal @ Apr 16 2009, 06:52 AM) *
Whew. I hope that gives you the basics.


Very neat, Jesse - I shall have to try this - it reminds me of, I believe something that the Soulcage? folks did.

I like how you have rigged the geometry. Simple. Intuitive. Are the nulls a flat hierarchy as well?

One could also build on this concept to build "stop staring type" poses from what you've done, and then build on that a FACE-like control setup (which drives the poses) - so that one could control the limits, extremes of the geometry bones so that they don't distort the face in ugly, unwanted ways.

But not really necessary. I just find I can get into trouble while animating - if directly manipulating geometry bones - but it doesn't stop me.
frosteternal
QUOTE(NancyGormezano @ Apr 16 2009, 01:04 PM) *
QUOTE(frosteternal @ Apr 16 2009, 06:52 AM) *
Whew. I hope that gives you the basics.


Very neat, Jesse - I shall have to try this - it reminds me of, I believe something that the Soulcage? folks did.

I like how you have rigged the geometry. Simple. Intuitive. Are the nulls a flat hierarchy as well?


Thanks Nancy!
Yes, the control nulls are non-nested, and move independently (except for the lower lip which is affected by the jaw/chin.)
If one wanted, they could build FACE-like controls, but I was trying to avoid the extra layer of interface. I just want a fast, predictable way to sculpt facial expressions on-the-fly.
I'm moving on to the other characters next when I get home from classes.
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.