Re: [SkunkworksAMA] Dlee 3D model progression

From: Scrapper Black Dragon <scrapperbd_at_yahoo.com>
Date: Tue, 4 Feb 2003 15:18:26 -0800 (PST)

<nehumanuscrede_at_yahoo.com> wrote:
> Yep. Still working on it. :)
How much time have you invested so far? Any idea? I'll
try to provide some positive criticism in this mail and ask
a few questions, so please don't take it as me being a
whiny, unappreciative critic. I definitely haven't done
better!

> Managed to get the limbs moved into a position that the
> IK / FK chains will be happy with when the character gets
> a bone structure.
I assume that means she'll be able to put her arms down by
her sides etc then, as opposed to the 'haunting' motion
she's currently standing in?

> Modeled the eyes. ( These were quite a pain in the . . .
> . took forever getting the eye socket to match the shape
>of the eyes.
I'm not good at drawing, let alone eyes, so I'm reluctant
to be critical when I can't do better, but the eyes don't
appear to sit in quite the right spot. Someone with a
better art eye (not trying to be punny) may be able to spot
the problem The eyes look okay, but somehow just not Des.
Maybe sitting too far 'in' or a bit to low? Could be the
detail / angle of perception... Really need input from
JMH on this aspect.

> difficult to determine eye socket shape from the
> reference material I have on hand.
My preferred reference pic is DesYellow.jpg, though still
only gives you a single aspect.

> Made some minor refinements to the head.
Is looking better - less blocky. Can see the improvement
with each iteration you post.

>I'm not happy with some of it. ( Hands
> and feet could use some tweaking )
From my percetion then need to be more domed. If you put
your paw (or hand for those so equipped) palm down on the
table, the middle of the top is curved upwards and dips
down towards the edges, conversely for the bottom. Your
hands and feet seem to be more balloon shaped (Morphy, you
been giving pointers???). An artist friend of mine tends
to draw hands and feet based on triangles as opposed to
circles. For fist shapes, this works well.

The body generally is a little too symmetrical (pardon
being picky, I'm trying to help, really!), though this
could be a matter of tweaking different limbs and body
parts. If you look at any hand drawing, you see curves are
not perfect and even though the body must follow the laws
of geometry, stretch and squidge (yes, a technical term...)
seem to have a more irregular form. This is the give away
for many computer animated things in movies. Just too
perfrect. I'm sorry, this isn't that helpful in regard to
I've only sort of identified something that isn't correct,
but not really quantified it nor suggested a resolution....


> The last thing I will do before I begin adding the bone
> structure will be to give her hair again....
> slowed my system to a crawl. ( This on a 2GHZ / 1GB ram
> system )
Just think, in a few years, you'll look back at the
'little' projects you attempted on such 'puny' systems with
complex and slow design tools... But unless you do these
projects, the new tools etc just don't evolve! Everyfur
remember trying to do hi-res (1024x768x256) rendering on a
386 with 4MB of RAM? Fractals used to calculate
overnight... Did well for the time, but now (10 years
later!) it is just slow and pox. Laughable when you look
back, but serious business at the time.


> she is a bit bald at the moment.
Oh? Which part is not bald? ;-)

Good work, overall. Is shaping up to actually resemble the
character. I'm looking forward to the finished product.
Especially if you become motivated enough to design the
Sisters (only one body shape and change pattern / colour?),
Then Des will have some friends to play with! Throw a
human Jim in the mix and you've got a good basis to start
making little animated movies...

Am I getting a bit far ahead? Oh well, it is striving for
the dreams that help take the little steps towards the big
leap.

Scrapper, Black Dragon, astounded by how much work is
required to do these tasks.

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Received on Tue Feb 04 2003 - 15:18:27 CST

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