Tuesday 12 April 2011

Building Bond

Eye ball material
silhouette (http://www.cis.uab.edu/courses/cs101/spring2008/lab/sections/R6/MaleSilhouette.jpg)

Refernce pictures

http://www.artyfactory.com/portraits/images/proportions_of_a_head_2.gif







Started Bond by building single foot. basic shapes - cube - editable poly - lots of geometry - shaped accordingly


Took top of foot geometry - beveled outwards to create trouser / leg width - extruded vertically


Used Symmetry tool to create second leg


Created box with lots of goemetry again to shape into torso


showing torso manipulation

Further manipulation



 once appropriate shape was modelled, adjusted scale to fit with legs


Geometry was created on torso surface to allow for appropriate arm thickness. This was then extruded outwards (both arms at same time to create same length)


Hands are created by multiple bevel/extrudes



Geometry then manipulated into basic hand shape. NO ADVANCED DETAIL REQUIRED SINCE WILL NOT BE VISIBLE IN VIDEO



imported silhouette for head guide lines (placed on plane then frozen) draw basic outline using spline tools



seal spline - editable poly - extrude


Make see through - crete second plane with front face picture




quick-slice extrusion whenever necessary to create geometry to manipulate - select verticies begin manipulation BEGIN BUILDING ONE HALF OF FACE


Lots and lots of manipulation


in 3 dimensions


Use symmetry to create entire head


re - manipulate accordingly



Round off back/ top / sides of head


Turbosmooth (2 interations) - again adjust geometry accordingly for best results


Highlight all hair geometry and detach (HAIR COVERS EARS BECAUSE DETAIL SEEN AS NOT REQUIRED)



Same for lips . By detaching the different elements different materials can be applied



Add eye balls (spheres with material) and add other materials- re-attach all components to make head

Extend neck to fit into body



Detach body into different components for material assigning



Trousers used wood texture as bump with blue to create jeans texture (as worn in this scene in film)




To create jacket appearance without creating jacket detach strip on geometry down centre of torso (down front side) - assign different material for under clothing - attach body back together keeping all assigned materials as just set (bottom option)





Merge head file and adjust scale to fit body


Check neck fully connects (possibly extend further)



make bond see through. - systems tab - biped - drag out skeleton - put inside skeleton - select biped mode (top left option of drop down box on right, looks like person) to go into mode where skeleton size and individual components can be manipulated



Manipulate skeleton to fit bond (shell/skin)


(skin must be selected) Modify panel find - skin - select


Go to attach node INSIDE PELVIS IS BIPED NODE 01 THIS ALLOWS ATTACHMENT TO WHOLE SKELETON IN ONE GO. AGAIN HIDDEN INSIDE PELVIS



Now go into envelop mode. Increase enveloping radii to attach appropriate "skin" to appropriate "bones"



Test render to see if works found bond to be very fat



Now skin is attached to skeleton shrink bones to give bond lypo suction



test again - problem solved


Merge with steps file (steps into bond file) since steps were scaled with plane step are act correct scale


Merge single file



Turns out bond is 20 stories tall - Bond needs to be scaled down to fit steps


Hide skin since skeleton is diretly linked changing skeletons size will change skin - but will use less memory re-sizing in the process (computer will run faster)


select all and scale




When scaling down DISCOVERED centre node hidden in pelvis. This node cannot be shrunk, however, saving / closing / and reopening the file solves the problem


Bond in ready to be animated

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