Bowling Ball dude (WIP) - might become humanoid soon... comments appreciated :)

Hi there!
Okay, so I made this bowling ball looking dude (looks like this) —> :),
I was hoping to get the bowling ball looking somewhat humanish, but he needs a body
and I was wondering, anybody have tips on how to complete a good looking body for it ? or maybe good modeling tips in general?

ok, cool, thanks for your comments!

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Can you post a wire image please? + do you intend to animate his face?

How to make a reflect like your bowling ball?

take a look at some of the CG adds for M&M’s

Thanks for the comments…

@Cyberspark: its a “refl” reflection input on the texture (which uses the reflection coordinates as the texture mapping inputs).

@Easton : wire image below (and its subsurfed)
and the face is already animatable, but I still haven’t thought about the shape keys or armatures yet (this is just the rough draft)

@Krayon :
I’m trying to get it to look something like these guys (the rigs, not the people) :

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Well in that case I think the BSoD tutorial on character animation would be an excellent place to look, it has a very similar style to what you’re aiming for.http://wiki.blender.org/index.php/BSoD/Introduction_to_Character_Animation
Modelling tip, keep the poles down, way way down. They can kill you when you animate, so if you end up with them, put them in places where they won’t screw you over.

Well in that case I think the BSoD tutorial on character animation would be an excellent place to look,

yep I’ve tried that… not exactly what I was going for… but I’ll experament with the idea:D

Modelling tip, keep the poles down, way way down.

poles? those are the the 2pts on the top and bottom, right?

I like the reflection effect. It will always be useful. Keep it up!

The pole explained in all its technical glory:
http://www.subdivisionmodeling.com/forums/showthread.php?t=907
Note, it took me four or five rereads to get the gist of what they were talking about…

I like the reflection effect. It will always be useful. Keep it up!
-thanks!

The pole explained in all its technical glory:
http://www.subdivisionmodeling.com/f…read.php?t=907
Note, it took me four or five rereads to get the gist of what they were talking about…
wow! that’s alot of information… I’ll have to read over it more sometime… actually skimming over it, I sortof figured out what poles are --> having to do with triangles in the mesh/ where the mesh edge loops “flow”, right?

hey, guess what? I also finally found out what Fgons are!! :smiley: (after wondering about them for 3 years :stuck_out_tongue: )
(basically you select a few faces that are a few degrees apart, and the fgon assigns 1 face controller to it instead of 3 or 4)

anyways, I know I’m gonna have fun with fgons :yes: … and poles/ edgeloops

here are some pictures :slight_smile:

how should I begin on the appendages? (eg: just an extrude? or is there a different way? )
-thanks!
-amdbcg

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I think he will stay in his bowling-ball-esque shape, and I will make another character.
here’s a video test: http://vimeo.com/1681462

what do you think, should he gain limbs? *(even though they might look crummy?) or should he keep his perfect form? :slight_smile:

… ok… he keeps his perfect form :slight_smile: