Thursday, 10 May 2012

Character Walking

Before having issues with my model I managed to use the default walk animation from the CAT object but with my own touch, such as the arms not flailing in the air.

This is a brief test render of the walk:

Morpher

Due to unforseen problems with the model within 3DS Max and after speaking to Jo Bowman I was told to stop animating the character and just show that I had the knowledge of how to use the morpher tool.

 Using the same head I used for my model character I simply added some basic facial expressions and then using the morpher modifer.

Annoyingly my file has some errors and will not allow me to reopen it but I do however have a video of a test I rendered before the corruption.

To create the different facial expressions I simply moved around the vertices and polygons.

Below is the test of the morpher:

Rigging the character

So after I finished building the model of my character, I needed to create the rig for the character, this allows the character to have a skeleton and therefore be moved and manipulated like a normal human being.

To start the rigging of the character I decided to create the skeleton using the CAT object rigging system, this is done by selecting the "helpers" section of the "create" tab and selecting the CAT Objects on the drop down box, once this has been done you will see the same as the picture below.


Once this had been done I selected the CATParent tool and dragged it into the scene, this will create what is shown in the picture below.

 
After this has been created the next thing I did was to click the parent object and then go to the "Create Pelvis" tool shown in the picture below:


This tool creates the beginning of the skeleton that I have choosen to make, after creating the pelvis and moving it into my desired position, see the picture below:



I then created by creating a single leg by using the "Create Leg" tool shown in the picture below:

 After creating the leg and position it how I wanted it was simply a matter of copying the bone settings with the tools provided in 3DS max and then using the paste/mirror bone settings to create a mirrored version of the leg.

  

 After I was happy with the legs I created the spine by using the "Add Spine" tool, which places a basic layout of the spine, after shaping the spine how I needed I ended up with the picture below:

  
After the spine i started on the arms using the same technique as the legs except by clicking the "Add Arm" tool, once i was happy with the arm i again used the copy bone settings and paste/mirror tools to create a duplicate, see image below:

  

The last thing that was needed for the rig to be completed was to create a head, this done by simply using the "Add Bone" tool which added an extra bone to the top of the spine from which I then scaled into shape, see image below for the full rig:

 

After the rig was completed I had to connect the skin of the model i had built to the rig,  this was done using the skin modifier see image below:



After adding all of the bones to the required section in the skin modifer panel, I could instantly start moving the character around like a normal human.

The picture below is of the character fully rigged and skinnedand moved into a waving position

Tuesday, 8 May 2012

Creating the character



To start creating the model of my evil villian I started with by using a cube which was turned into the shoe of the charater and from this I extruded upwards to create the leg.

The leg of the model was created by simply extruding upwards for the whole thing but also by scaling at certain intervals to give the leg a defined shaped such as the knee.
The above image is the leg above the knee again using the same technique as above.

This image is of the leg finished and then cloned and mirrored to create the second leg. This image also shows the creation of the bum which allowed for the back and stomach to be created by extruding.



This image is of the body being made without any real definition added to it, this was done by extruding from the legs and bum.


After creating the stomach the chest was then created and pulled into place to give it some definition, after this was done the start of the arms were created which just involved moving some vertices into a circle and then extruding the edges, a hole for the neck was also left which would make it easier to create when it come to it.



This image is of the arms being created, the technique that was used was again extruding from the previous section and then scaled into shape.




The above image is of the start of the neck which was extruded from the hole that was left whilst making the chest.


After creating the body I started on creating a head by simply using a sphere and then reducing the amount of sides, which gave the head a more rough look as heads arent perfectly smooth. After creating the sphere I moved vertices and polygons around to create the above image.



After a few changes such as the shape of the head and deleting the eyes I added some eyes that were space warped, I then used the turbo smooth modifer and added some textures, I also created a mask of such that i personally felt gives the villian an evil look as it looks like he is trying to protect his identity.