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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Tue Mar 11, 2014 10:37 pm 
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Hey man, after a quick look at horsey pics, I noticed a few areas that could use improvement. In your model, the central body of the horse is too even in its width, and loses the huge mass of the chest. Also, you've placed one of the rear leg joints too high (making the next section above it way too short) - see pic! Detailing looking sweet though!

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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Wed Apr 16, 2014 12:54 pm 
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just some random foolishness as I slowly rig the bike and tweak my horse and continue shading and lighting testing


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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Wed Apr 16, 2014 11:27 pm 
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Are they going to be in the same scene, the horse and biker dude?

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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Thu Apr 17, 2014 10:43 am 
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Worzel wrote:
Are they going to be in the same scene, the horse and biker dude?


Thanks for the equine evaluations, btw.

Not certain if they will be in the same segment as of yet...

The plan is a continuous succession of micro conclusive shorts with Rolph. One of them concludes with
SPOILER ALERT   
a supreme bike wreck nodding at Ben from Lucasarts' Full Throttle. The horse I thought would be a cutaway from whatever excitement Rolph is having on the road prior to the collision- just minding his own business masticating some cud.. in the middle of the road. However, this solution might be a bit too gory, as Rolph gets launched in one end of the horse- and bursts out the other turning what remains of the horse and him into a sort of abominable centaur in full gallop from the continuation of Rolph's velocity. OR- a supreme demonstration of exploding gibs and bits and bobs of both bike and horse launching Rolph over it all. OR- the horse is just impenetrable and the bike absolutely hollywood blows the heck up upon it launching Rolph over. OR- the horse isn't in the road at all and is just standing in a field aside the stretch of road Rolph rides and it's an establishing shot of setting misleading the viewer into thinking this piece has anything to do with a horse.
In the meantime, I had just plopped the horse into the scene to render test heavy res objects together referenced into one scene, and to help establish motivation for my posing WIP of Rolph before wipe out, which seems to be the most important pose of a wrecking sequence for the sake of anticipation.


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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Sat Apr 19, 2014 11:02 am 
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I see! Some interesting ideas there, some of which would be very technically challenging. However, it'd be great to see any of the interactions you mentioned!

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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Wed May 28, 2014 10:19 pm 
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where those updates at :)

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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Mon Jun 23, 2014 11:07 am 
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jaysonSimpson wrote:
where those updates at :)


I think it was around the time Dark Souls 2 came out when I last posted something.. what a completely unrelated coincedence!
Just got back on it the last few days, attempting to make a horse now instead of whatever I had been sculpting


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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Tue Jun 24, 2014 12:22 am 
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Better proportions now. :thumbsup:

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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Mon Jun 30, 2014 10:27 am 
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little more progress, ways to go yet.


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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Mon Jul 07, 2014 1:41 pm 
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still a bit more blocking and smoothing out the lumps before the hi res details. comin along though in the old spare time


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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Tue Jul 08, 2014 6:34 pm 
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Good to see him getting the treatment!

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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Thu Jul 17, 2014 1:05 pm 
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still a bit more polish before sculpting the fur onto em. think that'll be the better bet since horse hair is stuck to the skin so well, probably make little actual fur patches on the face though for close ups


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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Thu Sep 04, 2014 12:13 pm 
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here's a bit of a wip of the rig so far.
Basic bind rig: ik/fk switch. stretchy. all that goodness.

this is all from about 3 days ago in the wip stages, done a bit weight painting and animation tweaks since.

soon will be time to build some seriously awesome muscle/skin rig. oh yes.


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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Sat Sep 06, 2014 3:29 pm 
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Nice work man. Really coming along. Can't wait to see the muscle version.

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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Fri Nov 28, 2014 12:31 pm 
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still ironing out the behavior of the muscles nHair properties. thank god the hammer weights button works well when it came to the weight paint- that and the copy weights from a low res version approach. got the legs and rump still needing a profile curve rig to define the muscles expansion and contraction for each.

now bound with dynamic muscle chains:
- dynamic and basic ik spline blendable
-54 muscle chains connected to 20 custom hair systems
-unique profile curve driven expansion and contraction of neck and top of front legs (so far)
- high res 354,468 polycount

for galloping in place- it's getting there

as always, thanks for looking


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