Sherlock Holmes (anime 80's)

Hi all,theres the wip of my sherlock character…
http://dl.dropbox.com/u/42255171/cherlo_render1.jpg
http://dl.dropbox.com/u/42255171/wire.jpg
http://dl.dropbox.com/u/42255171/guias_sherlock.jpg

and also the google images collage i use for guide…
Theres a lot of work to do, i have planned to rig, but I have to learn how, because make the exact sherlock like the tv show it hard…the character was mainly shadeless as you can see in the collage.

btw, how i can do a shadow pass? i mean, now i have a scene only for shadows, with an “override” material set only for shadows, but can i make an object invisible to render, but visible to render the shadows? thus the caracter doesnt receive shadows, only cast.

thanks, and hope you like

reminds me of the Disney film “basil the great mouse detective”…good job :smiley:

Looking good!! I’m not familiar with the cartoon but the one thing I can critique is the hat. It looks really hi poly compared to the rest of the mesh…

Randy

XD basil, its true, now that I think maybe basil was inspired on this…
randy,i forgot to check the optimal display in hat´s the surf modifier…

nobody remembers this cartoon? in spain was sherlock holmes, but i also found as meitantei holmes…or sherlock hound

I remember this show though I’d hardly call it an anime…
looks good btw.

well, this look weird, but what im trying to do is some rig to the upper cloth, i dont want to use physics in this case…
can I do an armature like that and control it with curve or some controller?
thanks!!!
http://dl.dropbox.com/u/42255171/totheforo.jpg
http://dl.dropbox.com/u/42255171/totheforo2.jpg

hi again, so theres an armature problem…
the character is made of various parts…ok…as i read in the forum, i select an object and a bone (Crtl-P > To Bone), to assign
an armature to several objects…

So i parent each part to the correspondient group of bones (the legs object to the bones that conform the legs, etc…)

So far so well, but i found that some bone (the upper_leg in the image) affects the arms, that are in other object…so if i try to repaint the weights, i cannot select them to fix (because that bone is parent to another object)

any chance? thanks…
http://dl.dropbox.com/u/42255171/totheforo3.jpg

ok, “solved” the last problem…theres no a problem of bones in another object…
now, the main body and the legs are the same object…but i continue run issues with the weight of the bones…
in this case, the bones in the leg affects some parts of the arms as you can see, and as i show in the picture, the weight of the forearm is 100% red, so this is correct…but it continues affected by the leg bones, i repaint weights there, clean from the other bones, etc…but its like 2 bones was sharing the weight of that arm part…i cant found explanation XD
http://dl.dropbox.com/u/42255171/totheforo4.jpg

even though the weight of the forearm is 1.0/full red doesn’t mean it doesn’t have weight from another bone. what you need to do is go into your vertex groups and clear all unnecessary bone groups from each individual portion of your character.

for example if the body and legs are all one mesh now, go to that objects vertex groups, if the forearm bone is there and it’s not needed, delete it.

failing that. go through all vertex groups. select the verts that are assigned to the first bone, if fine, unselect, move on to next bone. repeat.

oh, and make sure that control bones ( the bones you don’t want to deform anything) have the deform check-box unticked. (in the bone context)

dalron, many thanks men…thats right, there are vertex groups in the legs that have vertex of the arm…I thought that the weight painting arranged that.

the control bones have the deform unchecked…and yet theres vertex afect by weight that i must clean manually…

No problem, here’s another tip that may help: if you want your weights to be equal to 1.0 and no more, in the weight paint toolbar there is an option ‘Auto Normalise’, check this box and then when you weight paint- any weight that you add will take away weight from other groups that share that same area.

happy Blending.

happy blending thanks to you dalron XDD