View Full Version : From concept to 3D Reality
Anthony
October 15th, 2002, 06:41 PM
Allrighty, since my idea of a pregnant robot was born, so to speak, on this very board, I thought it might be fun to bring her into full 3d glory on this board as well, since my orc/ogre project is on hold whilst I work on other things(like teaching myself more about mattes: http://antsin3d.com/portfo/Oct2k2/ ). Anyway, here was the concept:
http://www.antsin3d.com/portfo/Oct2k2/robotmother2.jpg
Time = 20 minutes
and here's the head so far, with a facial via Painter. I've fixed the chin's hugeness and some other minor issues(in the model after this render), but it'll need tweaking(and advice on that from more experienced persons highly welcome):
http://www.antsin3d.com/portfo/Oct2k2/drawover1.jpg
Time = 3 hours
Tweaked her out, prettier now:
http://www.antsin3d.com/portfo/Oct2k2/drawover2.jpg
Time = 10 minutes
Adding facial expressions(so far two smiles, a grin, a grimace, eyes up/d/l/right, and a gape), and added teeth. Eyes are morph driven, to allow eyelids to conform to cornea shape.
http://www.antsin3d.com/portfo/Oct2k2/drawover3.jpg
Time=30 minutes
She will be fully animatable at the end, with at least a dozen expression morph targets, plus phenomes. Updates to follow as soon as I get a chance to complete them.
Grooveholmes
October 20th, 2002, 12:37 AM
Nice Smile.
Those teeth are really good.
Anthony
October 25th, 2002, 01:04 PM
Thanks groove. Found time for a mini-update:
http://www.antsin3d.com/portfo/Oct2k2/modcap1.jpg
Time = 1 Hour
I'm using my Elektra model as a template, but I dragged her points around until they were in the proportions I wanted for this Robobabe(ie; less exaggerated musculature, smaller breasts, thicker waist, etc). I have the understructure of each piece modeled in another layer, so when it comes time to make joint morphs I can see how the connecting material(like on the shoulders) will crease and fold when she moves. It will all be automated.
Sketch
October 25th, 2002, 01:43 PM
Nice start on the model. One thing I found when doing models was to not get too bogged down with any one thing at the start. It really helps to get the whole body in porportion before you go nuts on the head.
What about wires for the hair? might look cool for a robot
I'm looking forward to seeing your progress on this. I'll also be doing a 2d to 3d post soon so let me know what you think.
Keep posting!
Anthony
November 8th, 2002, 10:51 PM
http://www.antsin3d.com/tempcg/modcap3sm.jpg (http://www.antsin3d.com/tempcg/modcap3.jpg)
Sorry I haven't had time to update this lately - I'm moving, and will be looking for a studio to work in soon, so I've been fixing up this house, and will rent it out. I have the feet and calves almost done, but don't want to show them yet.
KeatonMarks
November 9th, 2002, 12:03 AM
WOW, really nice so far. What are you using to model this... looks like Maya? Nurbs? Are you having any problems connecting those *chesticles* to the body? looks like the the isoparms dont quite line up.
GriNGo
November 10th, 2002, 05:35 PM
well,the smile expressions is good alright, but I think the teeth need to be better aligned. I think the arm joints are ideal for this purpose, since she's a robot. Excellent stuff :)
amphex
November 10th, 2002, 09:29 PM
Yah, I completely agree with Grin
I wanna see more! =P
Anthony
November 11th, 2002, 05:01 PM
Hey guys, thanks for all the great comments! I'm busy, and currently fighting a cold that's kicking my @$$, but I did a little update.
Keaton - Thanks! Its being modeled in Lightwave(used for modeling on countless TV shows and games and movies, including Final Fantasy and Doom 3) using SubDs. Since each piece is being modeled seperately, the isoparms don't have to line up.
Grin and Amphex - Thanks mucho! Could you do a quick draw over my screen grab of the smile to show what you mean? I think you're right, I'm just not completely clear on which way to push them! Thanks
http://antsin3d.com/portfo/Nov2k2/modcap4.jpg
The pieces will stretch and squish properly thanks to morph joints.
amphex
November 12th, 2002, 03:40 PM
Damn, thats looking freaking awesome!!
Cant wait to see more updates.
And, I wish I could do a drawover, but I really have no clue how you could fix it either..all I know is that the teeth look..off for some reason..hopefully Grin will be able to offer more helpful insight =)
Azulblue
December 3rd, 2002, 10:54 PM
Nothing can be said that there is nothing that was finished.
However, structure of a model is good.If a texture is devised, it will become good still more.
Grooveholmes
December 4th, 2002, 02:55 AM
Hey how 'bout an update eh?!
Let's see it!
Anthony
December 4th, 2002, 03:32 PM
Hey guys! I'm sorry, I've moved to a remote location, and don't have internet access. I'm writing from a library computer 25 minutes from my house(its the closest town, very small). I have finished the modeling, and am working on joint morphs, to make everything bend and flex properly. I'll burn a few renders onto a cd and upload them tonight or tommorrow for you to enjoy. I also have to do the textures of course. Thanks again, sorry about the absence!
Anthony
December 5th, 2002, 02:52 PM
OK guys, here we go! Hope they're not too big.
http://antsin3d.com/portfo/Nov2k2/modcap5.jpg
http://antsin3d.com/portfo/Nov2k2/modcap5b.jpg
http://antsin3d.com/portfo/Nov2k2/modcap5c.jpg
I realize that I still have to do the rubber under her arm. My skeleton setup is working well, and my joint morph tests are coming along nicely. I also made her head more "pretty" since last time. Anyway, also, here's a work in progress, a matte painting I'm doodling on. Its big! But I like it anyway
http://antsin3d.com/portfo/Nov2k2/futurecity1.jpg
amphex
December 6th, 2002, 08:22 PM
Very nice work!
My only suggestions are:
a) Her knees like kind of odd. Especially in that first image, it really looks like her caps are too far down and misshapen, and there seems to be some deformity in the back of the knees too..but it might just be the renders making it seem that way...
b)Not really a suggestion or crit but..whats with the breasts?
And that matte is looking awesome, the colors and lights are coming out great =D
Anthony
December 7th, 2002, 01:41 PM
Hey man! Yeah, I fixed the knees since then, it was real late when I was modeling them :] I updated the matte again, now just some mid-bg buildings to put in and it'll be nearly done. Think I'll leave the roads dark, they provide good contrast
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