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  1. #1
    Member Consideringthepickle's Avatar
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    Nemusidian Character for Short Film

    Hi! I'm starting the modeling for the main character in the short film I'm making, Nemusidian in Cruise Ship Catastrophe. She's a young thief who finds herself in a precarious situation aboard a cruise ship and havoc ensues.

    Latest Update:
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    Original Post:
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    I'll put some of the concept art I've done at the bottom, but here are the results so far. What do you think?


    Here's the wireframes and some alternate views:



    Still to-do on the face are to check the eyes for articulation (make sure they open/close properly) and the inside of the mouth. Let me know if you see any other showstoppers that I should take a look at anatomy or topology wise. Otherwise I'm just trying to put as much character into the model as I can.

    Some concept art: More can be found on the social media pages and blog (see bottom of post)






    I thought I would start a thread here in WIPs to just focus on feedback for the character on her own. I'll probably do some still images with her too. I'll start a separate thread when I start animating for the actual movie. But in the meantime if you're interested in following the production:
    Production Blog: http://nemusidian.wordpress.com
    Facebook Page: http://facebook.com/nemusidian
    Google+ Page: https://plus.google.com/b/1082440746...19393988/posts
    Last edited by Consideringthepickle; 22-Sep-13 at 17:52.



  2. #2
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    You should really take the chin and scale it up on the x axis with proportional editing. It's way to small now, unless you aren't following your concept. Also, smooth out all the sharper edges with the smooth tool. She looks pretty young in the concept, but is far too old in the model.



  3. #3
    Member Consideringthepickle's Avatar
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    It was bugging me too. I added some cheek fat, and reworked the jaw area. I think it took a few years off her.
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  4. #4
    Member Consideringthepickle's Avatar
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    Okay, I thought I'd do an update to see if anyone has some advice on some issues I'm having. I've been working on the hair. I've got collisions and dynamics working. Here's an early simple test video (smartphone recording of OpenGL playback): http://instagram.com/p/d9p8kuH31M/

    And here's a couple WIP renders:
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    A sticky point has been the bandanna around her hair so I've been struggling to model that and get the hair to play nice also. I've been trying to get a rough block-in, and going back and forth. It's not the official comb job yet. I have to adjust the emitter mesh to include the ear and reshape the cranium a bit.

    She has short, straight, black hair, so the shading side I'm not as worried about. I'm just using a simple diffuse mixed with an anisotropic here. I'm really trying to focus on getting the big shapes and forms (i.e. combing the hair, modeling the bandanna, shape of the skull) right before I go and tinker with the details too much.

    I fixed the eyes last week too, but didn't seem important enough for it's own update. Also finalized the facial topology for articulation and started modeling the inside of the mouth. I'll get into that some more though when I start doing facial rigging.

    Any advice on how to approach the bandanna situation will be greatly appreciated.



  5. #5
    Member Consideringthepickle's Avatar
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    So I shifted gears and have been working on a lot of the technical issues. The outfit is a mock-up still, and there's a lot of topology issues I need to fix with the body before I start weighting. But the rig is pretty much done (minus the face) so that I can start layout for the scenes.

    I watched Nathan Vegdahl's Humane Rigging series, and a few other sources, Lee Salvemini's Introduction to Rigging Series on BlenderGuru, and I borrowed some of his bone shapes as a starting off point. The arms are IK/FK switchable, and there are also switches to allow the chest, arms, and head to rotate independently of the hips. There's auto-bending setup in the spine and neck so those controls are hidden by default, but can all be tweaked if necessary during animation.
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    It's working pretty well so far.

    I'm trying to design a rig now for her shoulder pack. It's going to be around her shoulder for most of the movie, but in the first scene she picks it up so I'd like it to be detachable. That part will be pretty easy with an animatable copy location constraint. I'm looking into designs for controlling it while she's running around so it bobs about appropriately, and might include some cloth sim with the strap, or rigid bodies so that the animation is automatic.

    Another challenge I've run into, is in library linking the character into separate scene files for the animation, I can't access cloth sim settings or hair sim settings, which is a problem. On Sintel they devised a script(s) to get around this and let them access simulation settings for linked objects, but I'm having trouble finding them. I started a thread that elaborates on this over in the Scripts section: http://blenderartists.org/forum/show...s)-from-Sintel
    The alternative would be to append the cloth and hair objects into each scene, which is do-able. I did a few tests and that will work, but if I change anything in the original file, then that wouldn't carry over, so it's not ideal.

    So that's where I am at the moment. Comments and critiques are more than welcome!



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