Drewtaru said:
still going bro???
i glanced at maya... thats all i did...... never gonna touch it ever again.... blasted techno tongue thats impossible to figure out.
So i wont bother reading you long lectures
First few days on it will make you feel sad, All the mathamatics involved in the animation alone is a brutal welcome. But after awhile it becomes very pleasant, after you get the hang of it and are freely able to make what you wish you'll know the beginning stages is nothing.
Like i always say, No advanced task is hard to do. Only difficult at first, before it becomes part of you're nature.
Drewtaru said:
im seeing alot of progress now though... the model is growing fast^^
Yeah it has been growing fast for the amount of time i've put into it, Except i haven't touched it in 3 days before today.
Lightening has just struck my brain. I was about to mention how due to the complexity of the blendshapes, i would just change the hair on the model. But i figure i can change the face and assign that as a Blend shape and leave it on, It should cross with the other blendshapes when i use them just the same, so long as it has the same amount of geometry. I don't know we'll see how that works out. Worst that can happen is a set back a day or so, no biggie. I want the Tarutaru's to have unique facial structures the way we do in real life.
I was taught how the project is never finished, so when i put down modeling for the further completion to the projects release. I plan on working in this order.
- Teeth/Gums Tounge. *I want it to be able to open wide and say ahh if they had to. Because of that i'll probably be detailing the inner throat. Also need 2 sets to teeth. Easy peasy.
- Joints/Skeleton *It's more than just sticking a skeleton in the model for posing. It's hours or rigging it to work how you want it. Each Bone ( And everything in the scene) has to be named, just incase there are technical problems. When animating you can set blame on whatever is misbehaving by name and easily deal with it. (In a funny sense when things go worng, it's always the animators fault, Maya is not A.I.). Naming everything will save you a good amount of time when shit happens
- Complete the eyes. *I'm so not happy with them to a point i refuse to expose what's hiding behind what should be transparent.
- Blendshapes *I have no idea how long this will take, the lower face at low poly is pretty dense meaning i'll literally be making the face retarded for each blendshape i make, and the molding it to look proper again. I have to repeat this for every blendshape. It can have hundreads of blendshapes, so i might want to plan out a script and storyboard and stick to it to prevent making blendshapes i'll never use for the upcoming picture.
-Textures *This is where our good friend photoshop gets to play. I won't even bring up other complexities that lay within this process within Maya.
Might be a good time to mention, and as important as it is, It can never bring out realisim like proper lighting can.
- Hair = Head and Eyelashes. = *Possibly peach fuzz, seen it done once, it's impressive, i wouldn't want to kill myself doing it though. Maybe i'll do hair sooner than i antisipated, i'm trying to focus on the sturfacing first, then i can take all the time in the world to play with the hair. At this point of time i don't know which of the 2 hairstyles will be more difficult to pull off, one is long and smooth, and the other, short and more coarse. I already know the colouring for Anttaru's hair will be harder to do.
- Clothes = * Many outfits to make, as i want it. I'll also have to read up on actuall sewing methods. How to cut cloth in Real life and stiching them together makes the clothing. Same with Maya's cloth.
For now that's as far as i'm looking, when all of that is done, i'll start to list a heap of other things that need to make this happen.
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In realation to anything we do as humans. Sometimes we feel high up on life, then we drop like i brick and are stressed.
In the visual arts Alot of artists literally lose their marbles and swing really close to the rocks. It's almost fictional how a crazy person in a stray jacket has an impressive tallent with art. Now i'm not saying i'm crazy or anything ( even if i may look it) Just sometimes i'm not feeling my own work and other times i am. I don't think it's a good idea to create when my spirit needs a charge. Maybe that me being careful about what this turns into.
The Arms are so and so, like most everything else i'll be going over it again, and maybe again.
The Armpit itself like everything else needs more work. Even though alot of this will not be seen in the final project. I figure i'd do it for the sake of practice. Truly i just want to have the entire body made, so i can carve it beyond satisfaction.
Things seem to be going good so far. The one thing i'll probably mention later on in this thread, is how every line has to connect, and it must remain 4 sided. If i need more geometry in so much as a finger, i'll have to split a line not inly in that part, but all the way to the other side of the entire mesh.
Time to make a hand. So for now like everything else i'll start by making a base. Making a base for a hand is simple, and to make it easier to explain, i saved the image like this.
Starts off with a polygon cube ( You can get one as a paramitive shape, 3D software has all kinds of basic shapes, Spheres, cubes, flat plainars, Cylindar, cone, whatever...So you take a cube and scale it down to that shape you see there, you then divide it so you can start to extrude the fingers out, then extrude the side and brng out the thumb, then you have a hand, then you start to make it look like a hand.
This is a low poly shot i took btw.
In this case i'll have to make more geometry so the hand can attach properly onto the arm. This will require a little bit of planing and simple adding. It would probably be wise of me to try to evenly distribute the lines along the fingers. I can't wait this this part is done, so i can start to actually make the hand the way it should be more or less.