Beastie character

I’m trying to model BSD’s Beastie.
http://jimmey.ath.cx/content/images/bbsd-big.png

Here’s a screenshot so far.

http://jimmey.ath.cx/content/images/screenshotMesh.png

http://img72.imageshack.us/my.php?image=bsd4x600019oa.png
http://jimmey.ath.cx/content/images/BSD4x6.png
When the character’s finished, I’d like to rig it, so that I can put him in some nice poses, and maybe change his facial expression. Are there any good tutorials on how to do things like this?

Also, I’m having trouble doing to the hands. Do you have any suggestions?

And, should I model the feet, and then put the shoes around them? Or should I just make the shoes?

And, obviously, any other criticisms you have.

Thanks!

Just model the shoes unless you foresee yourself taking him out of them at any point in the future. As long as you have enough leg/ankle that you can’t see the inside bottom of the shoe from any angle, it should be fine… nobody will ever know.

As for rigging, you may have a tough time of it with that model, particularly where facial animations are concerned. The best advice that I can give you (not worth a great deal) is to include more vertex loops around the areas that you intend to bend. It’s vital to have enough weight distribution or your joints will fold like paper tubes.

The face, as I said, is going to be particularly difficult. The best advice I can give is that you should look at the official wiki manual and look up “driven shape keys,” as well as “shape keys” themselves.

Good luck!

Is this because I’ve modelled it badly? Is there anything I could do to the model to improve it?

Thanks!

No, you’ve actually modeled it very cleanly. Making it work better on a rig isn’t too much of a big deal beyond what you’ve done. Basically, you need to add at least one more vertex loop to each arm… you have to build the character an elbow even though it won’t show when the arm is stretched out.

Tell ya what… give me a minute to whip up an example of what I’m talking about.

Okay, the first example has only one vertex loop in the joint. The first bone in the chain has influence over the joint, the second bone has influence over the end of the mesh.

The second example has three vertex loops in the joint. Both of the bones have influence over the middle part, while the first bone only has influence over the loop left of the joint and the second bone has influence over the loop to the left of the joint and the end of the mesh.

Notice how the “bend” in the second example is more controlled and more defined as a joint. Of course, it’s far from perfect, but it does not crumple at the joint as the first example does.

Attachments


Looking at the pic at the top, I might sugest that you bring the lower face (mouth/nose/cheeks area) out just a bit further.

If you look closely, the cheeks of my model begin at the side of his eyes; the cheeks of the the reference picture begin just underneath. I appreciate now that It’s not been modelled as accurately as I’d’ve liked, but, because of the way the cheeks are, it’s very difficult to change them.

But, as characters go, mine’s not that bad, so I’ll keep this model just as a tool to learn the basics of animation with.

Candall, thanks for taking the time to draw up that example - and I can now see how the arms ( shoulders ) would react to the rigging. I will, once the hands are modelled, ensure that I put in a few more loop-cuts :slight_smile:

It’s difficult to see, from the reference, any detail about beasties hand that could be used to create an accurate model. I don’t know what to do guys! Any suggestions are welcomed :stuck_out_tongue:

Thanks!

Jimmey, you’re quite welcome. You arrived at just the exact conclusion that I was trying to get at. Sorry I neglected to mention that the bone sticking outside the meshes in my example are NOT part of the bone chain, so the “first” bone is the one that extends from the left side of the mesh to the joint. I guess you must have figured that out, though.

I recently dug this one out from the heap and almost finished it.

http://img175.imageshack.us/my.php?image=bsd40001kh6.png
http://img263.imageshack.us/my.php?image=screenshot2ny2.png

The screenshot shows the actual wireframe - it’s disappointingly high-poly, which means I can’t do any changed of expression using shape keys, because, it’s just to hard.

It’s been rigged, and there is a small walkcycle, but I just don’t know where to host it. Screenshots on the way!

Regalame ese proyecto, lo necesito con urgencia…
saludos

That is very good modeling ,there :slight_smile: I have no idea of rigging,so I can’t really say anything useful…or useless for that matter.