View Full Version : Jacqueval Treyds WIP
DigiLusionist
09-08-2003, 03:38 AM
I wrote a script for an animated short called, "Jacqueval Treyds: Master Thief." This image is a test render to see what the character would look like in a scene.
I was hoping to hook up with a modeler who could come up with a Bruce Campbellesque rogue, because I am not great at character design or modeling. But, I decided to go ahead and model a cartoony version way.
I haven't applied any real textures to him yet. I just splapped on some procedurals. Took me one day to model and weight map and rig the dude. Some issues with his vest yet.
astro-sanchez
09-08-2003, 04:01 AM
I like him the way he is now.
But you know what you want him to look like.
As for the Bruce look just make his chin big.
looks good.
Kuzey
09-08-2003, 08:13 PM
Looking good so far...it kinda has that classic feel to it.
Kuzey
DigiLusionist
09-09-2003, 12:35 AM
Thanks. I'm modeling endomorph expressions and phonemes now.
The weight mapping on the body has been a real pain. One of these days I'm going to study the hell out of how people model torsos and shoulders. The torso of the Worm Jim character is exactly how I'd like to be able to model.
I'll post some facial morph renders in a day.
DigiLusionist
09-09-2003, 10:18 PM
This was to test out the deformations of his clothing and limbs, and the first facial endomorph.
DigiLusionist
10-06-2003, 03:17 AM
Started animating the guy to see what style of movement might work best with him.
This is a 30 frame looping walkcycle.
DigiLusionist
10-06-2003, 03:19 AM
Like the one above, the gif runs slower than actual animation speed...
DigiLusionist
10-11-2003, 12:17 AM
Any comments on the walkcycle?
Cageman
10-11-2003, 01:42 AM
Could you post a link to a movfile so that we can see the motion in itīs real speed?
It looks good on those gifs, but itīs little hard to give any worthy crits/comments.. :)
Cageman
10-11-2003, 01:43 AM
Ahh... now I looked again.. :)
The head/throat is quite stiff... maybe he should have some movements on that area as well?
pauland
10-11-2003, 05:31 AM
I like the look, but the arms bug me. maybe this is some style I'm not familiar with. The guy has very long fore arms and his upper arms are very short. This doesn't look right at all to me, I think the forearm should be shorter and upper arm longer. When I see the arm/elbow joint in the animations it looks rather pinched and it makes the model look loke a doll with segmented arms.
Despite what I've said, he looks really good, but those arms...
..OK I've looked again and I see the legs are similar, so I guess it's a style that doesn't suit my eye, though for some reason the legs don't bother me so much.
Paul
jutland
10-11-2003, 02:45 PM
the arm swing -= when the arm reaches its limit (both forward and backward) it 'pops' into place. Smooth out the arm swing. Other then that it looks good.
DigiLusionist
10-11-2003, 06:10 PM
Thanks for the comments. I'm redoing the arms and then I'll work on those arm swings...
DigiLusionist
10-20-2003, 02:00 AM
Version 4 of the walkcycle perspective view...
DigiLusionist
10-20-2003, 02:01 AM
Version 4 Walkcycle front view...
pauland
10-20-2003, 02:08 AM
I think the arms look much better now!
Paul
jutland
10-20-2003, 03:57 PM
that's more like it! excellent job.
Dodgy
10-20-2003, 05:19 PM
I think the arms still need a bit more loosness. The hands need some follow through, and the arms should come into the body as they go back, so they swing out and forward, in a little and back. Extend the feet a little more on the front stroke, then on the frame or so after, bend the leg so it snaps down. The third one looks pretty good, I'd make the chest roll a bit more, so the shoulders follow back. Are you going for a relaxed walk or a determined walk?
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