Showing posts with label modeltip. Show all posts
Showing posts with label modeltip. Show all posts

Sunday, December 04, 2011

Appealing Deformation: Clean Mesh = Predictable Articulation


So you just spent some time on your brow weights, getting your spans to flow in a nice appealing smooth shape. Congratulations! Now let's mouse over the below image to see how it holds up in the opposite position.

(hover mouse over image to see poses)

Gross. It doesn't hold up at all. What was smooth in the down pose, is now jagged in the up pose.


In order for the emotions of the character to read clearly the brows should flow as a cohesive unit, giving us a soft arc when the brows are up and a bold straight when the brows are down. Take a look at these drawings of Aladdin to see examples of bold and clean brow shapes.

(hover mouse over image to see poses)

This all boils down to how clean our default mesh is. The more even and clean our edge flow is in the default state, the better chance it has of holding up in all poses. We are talking very small positional changes that have the potential to create very large and very noticeable improvements in our rigs. Once our mesh is cleaned up, we will even see that smoothing weights is a bit more predictable and useful.

Below is a version of the mesh cleaned up in it's initial state, an how that now plays well with our two poses.


(hover mouse over image to see poses)

Now obviously we can't have every edge smoothed out and evenly spaced; our models would become mushy and bland. In a later post I will go into how we need to be mindful of vertex speed when adjusting influences and how skinning workflows should involve setting key-frames.

Wednesday, May 11, 2011

Sculpting concept art

I started modeling Kane in my free time to improve my understanding of the other half of deformation. Rather than build my learning on a foundation of (my) weak design, I convinced Brittney to let me use hers. Since then I have been working on some new characters and I am still learning tons.


When I started on these two love birds I found myself going down the same path as Kane. The sculpt was losing the appeal that was in the concept art. Now it is tough sculpting a three-dimensional character with a sketch from only one camera angle. I prod Brittney for a quick sketch from a different angle now and then, but most of the time I am guessing. I found that trying to eye it, for me, leads me down a path of too much detail too soon and results in a mushy design that no longer looks like the character I set out to make.


(first attempt at the female dancer)

(first attempt at the male dancer)


In the past few weeks I have been working on a clay maquette in a sculpting class at Disney, and well whadayaknow? My clay sculptures were suffering from the same problems. I sought guidance from one of my fellow trainees, Ryan Tottle who is getting trained up in the modeling department and he showed me the importance of finding the big shapes with the clay first. He told me how to stop smoothing things out and adding little layers of clay bit by bit. He taught me to just go for it (the shapes) and have some fun bringing those shapes from the drawing into 3d.

I took this attitude back to the male dancer and scrapped the face I had already created and started over, working simple. Another modeling trainee, Ke "Jackie" Jang introduced me to an interesting method of projecting the concept art onto the surface while you sculpt. This allows for two things: It allows you to get accurate shapes from the profile just as you would with an image plane behind your sculpt, but it also allows you to see the model textured with the drawn shadows so you can see how that relates to the actual shadows of your three dimensional sculpt. He had some great success with it at work so I thought I would give it a try at home.


(work in progress using the concept art as a texture)

It isn't the most ideal setup, since the concept art I am using isn't from a full on profile. The character's head is tilted ever so slightly so there is still guesswork to be done. I think the result I got using this method was closer, but still has some tweaking to go to compensate for the mismatched perspectives. After my tweaks I am going to try this method again on the female dancer and I might just revisit Kane for old times sake.


(the progression of the character sculpt)