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6 Monsters

Buck takes shape

April 24th, 2006

buckwip.JPG

So here is what the start of a 3D character looks like. We’ve loaded the drawings of Buck (front and side) into Maya. We line them up so they are the same height, and then start modeling away.

In 3D space, you define a surface with three coordinates. Once the computer has these three locations in space, it can put a surface between them. We do this over and over, building up the shape we want. You have to pay special attention to make sure the model is subdivided in the right areas, so that later on it will deform and bend correctly. For example, if the mesh is not segmented enough, the arms will collapse on themselves like a hose when you bend the elbows. Each division and poly placement must be carefully thought out. It is a lot more fun than it sounds.

-Floyd

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Hi Floyd,
So you’re doing basic box modeling for this and then you’ll smooth it? Looks cool! When you rig it will you be using an Osipa method for the facial rigging with Blendshapes or do you favor bones for the face instead?
-Mike
http://www.milowerx.com

 

Floyd, how many people do you have working on this “Six Monsters” Project? It seems like you’re the only one at Bishop Animation. Works lookin good! -Steve

 

I’m actually using edge loop extrude method for this model, you can’t see but the smooth mirror is on the other side of the reference plane.

Depending on how much time i have to experiment i might be using a different method than osipa’s, we’ll see soon.

 

I’m not from the future so I don’t understand this “osipa” method or this “X, Y. Z” or “3D” of which you speak. It’s all clicks and whistles to me. But I do know this is looking really good. And I’m jealous because that is the one character I really wanted to tackle…just a great design! So classic! Great work Floyd or Chris…if that is your real name!

 

That’s really interesting! I had no idea that the 3D designs were created using the flat drawings like that. Neat stuff! :)

 

yes there are actually 6 people involved in the project. as it progresses im sure you’ll be hearing more from them as well.

 

The nature of CG is such that it is much easier to have several people who specialize in one aspect or another to do one small bit of the work, and then let someone else handle another bit until the entire thing is done.

There are actually eight people in various capacities on this project here at Bishop Animation (our entire in house staff at the moment).

In reverse alphabetical order (so Kevin isn’t always last):

Kevin Wisdom
Arielle Sekula
Mike Kopa
Veronica Harper
J. Chad Erekson
Bill Cabey
Chris Boylan
Floyd Bishop

So far, you’ve seen stuff from J Chad and Chris. As more of the project takes shape, I’ll post more stuff and fill you all in on who is doing what.

 
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