Critical Mass :: 3D Action Puzzle Game

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-Tyson
Senior Member
Tyson

3 years ago
Heres a character I've been making. I want to get him rigged up and do a little animation for my reel. I've been messing around with the vray fast sss shader blending 50% with a standard material.



+VarnishedOtter
Admin
VarnishedOtter

3 years ago
Real nice work man. Is that vray hair? And is that glow from his skin coming from the SSS? I've read a lot about it but never had a chance to use it.
Please support us and post a [Link to www.digitalartsfront.com] on your website.

--Matt

-Tyson
Senior Member
Tyson

3 years ago
The hair is Max hair rendered as geometry. I did a little bit of post stuff in photoshop to test what sort of compositing passes I would need. I rendered a layer of vray dirt for a bit of extra contrast, I nearly always add a tiny bit of glow by blurring and screening a duplicated layer with low opacity. The raw render is on the right.
Its also lit from behind by a vray light and there is very glossy fresnel reflection on the standard material which helps to get the rim light.

+Jamie
Admin
Jamie

3 years ago
awesome man, always look forward to your characters.
Please support us and post a [Link to www.digitalartsfront.com] on your website.


-Ervis
Member
Ervis

3 years ago
Man its looking good i like the hair but the only thing that i dont like r his ears.do some work on them and this character will be fantastic.

+Steve Martin
Moderator
Steve Martin

3 years ago
Great work! Might want to tweak the sss a bit, that second image makes it look like he's got no bones. The light's going right through his arm. Other than that it's great though.
[Link to www.3dprevis.com]

-Tyson
Senior Member
Tyson

3 years ago
Agreed on the ears, I'll work them a bit more.
The bright vray light behind is messing with the SSS material but then its also whats making it look good elsewhere, frustrating. I have a scene with an island and a palm tree that I want him to be animated into maybe making a sand castle or clubbing some penguins to death.... or something. its got a vray sun setup so I may have to totally adjust the materials for the new lights. Thanks for the crits.

+Steve Martin
Moderator
Steve Martin

3 years ago
Happy Feet 2: "A penguin walks into a club"
[Link to www.3dprevis.com]

-Tyson
Senior Member
Tyson

3 years ago
lol

-good_days15
Senior Member
good_days15

3 years ago
Wow..Tyson...! gr8 work there......Thanx for sharing it here.... i liked the whole character but the eyes and hairstyle are really very nice.

-SpitFire
Moderator
SpitFire

3 years ago
Tyson.. You are definately an inspiration. Awesome work.
Rick

[Link to www.3dartconcepts.com]

-Tyson
Senior Member
Tyson

3 years ago
Thanks guys, smile.gif stay tuned for the animation.

-musashiroth
Member
musashiroth

3 years ago
Is the anim done? or are you still working on it? the character looks awsome!
MuS@shiROth


+isaac
Moderator
isaac

3 years ago
Really cool!

-Tyson
Senior Member
Tyson

3 years ago
cheers, yeah still rigging him and working on adding muscles to his rig. not really needed but I wanted to attempt some basic muscle deformations, jiggle and bulging etc..

+isaac
Moderator
isaac

3 years ago
What technique or plugging are you using for muscles?

-Tyson
Senior Member
Tyson

3 years ago
I started by making some stretchy bone muscles but without plugins you can only add them to the skin modifier which doesnt really have the desired effect. So I've been messing around with Hercules from di o matic which works surprisingly well.
It has a deformer mod that gets applied at the top of your stack (after skin and turbosmooth) that adds deformations for all the muscles. plus they jiggle, I've got biceps pecs and a belly muscle at the moment. I think i'll leave it at that because he's not really the kind of character that needs bulges or jiggling but what the heck hey...

+isaac
Moderator
isaac

3 years ago
I heard it can also be done with morph targets and wire parameters. :/ but i've never done it.... Your way sounds better.

-Tyson
Senior Member
Tyson

3 years ago
yeah hercules or other plugins are certainly the way to approach it, stuck with a demos though as they are expensive. you can use the skin morph modifier to create bulges and correct deformations based on the angle between joints. and you could use expressions that drive morph targets but it would get very complex to set up and your modifier stack could become quite unstable. Plus both these methods don't include secondary motion, you would need to use flex or spring controllers as a seperate setup. I once did an animation job with a very complex rig that used loads of spring controllers to achieve the muscle jiggle effect. You would animate it then turn on the controllers at render time, but rigging of that complexity is too time consuming for me (and very difficult). I just want to get down to the fun bit smile.gif.

-byder
Member
byder

3 years ago
Hehe, had to re awake this thread... he is very cool!! Maybe a bit heavy on the SSS, but very cool indeed grin.gif
Nice work!
C
a 3d artist's journal
[Link to blog.cunnington.co.za]

-Tyson
Senior Member
Tyson

3 years ago
Thanks dude. still havent had the patience to animate him yet... I'll get to it eventually.

+Steve Martin
Moderator
Steve Martin

3 years ago
My to do list is getting quite big as well.
[Link to www.3dprevis.com]

-Tyson
Senior Member
Tyson

3 years ago
man its too big. everyday I have another grand plan. so far its

animating this guy with muscles working etc..
doing a decent realflow project
making tutorial videos about usefull stuff I happen to know about.
do some more 2d work.
make a decent webpage
do a good camera tracking experiment.
create a large material library to share.
trying to figure out unreal engine 3 (inspired by isaac)
and a variety of still image ideas.

and here I am spending almost all my spare time in fallout 3. ehh..


-AHZ
Member
AHZ

3 years ago
very fantastic tyson...very cool....!!!!!!!
i wish i can do that too......
i need more practice....

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Critical Mass :: 3D Action Puzzle Game

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