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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Wed Aug 21, 2013 3:54 pm 
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LOL i know there arnt any male cows but in the nickelodeon Barn Yard there is a male cow for what ever reason, i thought jake was doing something similar thats all :D..... i feel stupid now i shall hide my shame and wonder off discreetly

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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Wed Sep 04, 2013 2:44 pm 
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jus a little updatey doo of Rolph. modified pose and maya rendering with additional texturing/assets.

still a good chunk to do for him shader wise as well as his mouth interior before i go back to playing on his hog.

getting inspired and excited to send these two into the productions thread when i get them rigged and my script written.


Attachments:
File comment: WIP 4/9/13
testRender09.jpeg
testRender09.jpeg [ 526.94 KiB | Viewed 4869 times ]
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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Thu Sep 05, 2013 10:15 pm 
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looking good jake, be cool to seem him animated, the skin shader looks a little light, have you got the gamma settings correct when you render?, he looks a little better when I crushed the curves in photoshop. The badges on his jacket seem like the bump is going in the wrong direction.


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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Fri Sep 06, 2013 6:41 pm 
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kurtAdams wrote:
looking good jake, be cool to seem him animated, the skin shader looks a little light, have you got the gamma settings correct when you render?, he looks a little better when I crushed the curves in photoshop. The badges on his jacket seem like the bump is going in the wrong direction.


his shadows are a bit softer on his face from the SSS shader, but iono i kinda likes it like that for cheating fur, as for the normal map on his vest It may need regenerating indeed. thanks for looking mate hope you're doin well


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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Tue Sep 10, 2013 10:50 am 
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toned the SSS way down on the skin shaders and started a test comp for his passes and the like.

he's getting bored with not being able to move, hence the drool. nasty. anyways amma rig him now and take a break from texturing/shading


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rolphTestGrade02.jpeg
rolphTestGrade02.jpeg [ 234.42 KiB | Viewed 4841 times ]
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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Mon Sep 16, 2013 10:59 am 
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to do:

palmKnuckle/knucklerotationAttr, eyelid/eye rigs, weight paint vest, l shoe, jacket,

mount lapel, zipper, belt to rig

ik arm scaling double transform, rig tongue, ik stretch switch on/off

has:

ik stretchy spine, legs, arms
ik/fk spine, legs, arms
good bit of blendshapes i lost count of at the moment.
dynamic/manual ctrl belly
reverse feet rigs.
a bad attitude.


Attachments:
File comment: at first he was happy to move a bit, then he was just screaming to finish rigging and weight painting him
testPose02.jpg
testPose02.jpg [ 425.33 KiB | Viewed 4819 times ]
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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Thu Sep 19, 2013 9:53 pm 
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Hehe. Looking good!

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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Mon Nov 11, 2013 8:25 pm 
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okay so i'll post up my turntable grade comp soon of Rolph with walk cycle and dynamics demo. S'pretty cool.

but in the meantime, here's a piece I like to call, "Uhhhh". rework of graphite so I stopped it there before it strayed too far from that graphite feeling. mmmmmmm the graphite feeling...


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Uhhhh.jpg
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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Wed Nov 13, 2013 9:28 pm 
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Creepy!

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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Mon Nov 18, 2013 9:37 am 
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oatestwder wrote:
Creepy!
thanks for lookin!

So, with what fragments of spare time I wished to continue sitting in front me computer in the evenings, I finished Rolph's rig and dynamic set up. After finalizing the textures for stuff, adding some fur, I blocked out this clunky walk cycle to test the dynamic movement of the belly, lips, and vest. Pretty happy with the dynamic performance of casual movement for now, soon will have to test him blasting ass down the road and with some decent animation tests for character development.

http://vimeo.com/79617775



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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Mon Nov 18, 2013 10:20 am 
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Cool. I embedded the vid for ya.

Nice dynamics. Should look interesting on the bike!

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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Mon Nov 18, 2013 10:24 am 
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Worzel wrote:
Cool. I embedded the vid for ya.

Nice dynamics. Should look interesting on the bike!



Thanks for the embed assistance, can't wait to get him moving with meaning!


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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Thu Feb 20, 2014 3:40 pm 
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... right, so- got a bit busy at work for the last few months- makin THIS
http://www.youtube.com/watch?v=b3_QTFcFX9g
http://www.youtube.com/watch?v=X7EpxFpI6zY

and once that was finished, I finally noticed this gnawing feeling along my ankle. Man, how I didn't notice Rolph down there chompin me ankles is beyond me. So... finally... I present... Rolph_REF. He has:

stretchy ik/fk arms/legs/spine, reverse feet
scalable rig
"bunching" clothing from raised and inward shoulders
dynamic nhair jowels and gut with controller attribute tuning it down to off
dynamic ncloth vest with controller attribute tuning it down to off
48 blend shapes
fur fray on vest

he might get some buttons on his vest and maybe an earring...

and to display some of these features, we did a photo shoot:


Attachments:
rolphPoseStudy.jpg
rolphPoseStudy.jpg [ 542.87 KiB | Viewed 4509 times ]
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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Sun Feb 23, 2014 8:42 pm 
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Great work on those ads dude!

Great to see Rolph in action. Although, I will say, you can definitely "push the pose!" :P

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 Post subject: Re: Jacob Tuck Sketchenings
PostPosted: Tue Mar 04, 2014 11:55 am 
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Worzel wrote:
Great work on those ads dude!

Great to see Rolph in action. Although, I will say, you can definitely "push the pose!" :P


Cheers friend! Agreed that I have been found guilty of pose rush-ery.


So- about million years ago, I mentioned a horse. Think I'll start posting its WIP until it is the sight to behold. Just imagine, a horse that can twitch off flies that circle it's glutious area through dynamic secondary animation, among other things equally if not more awesome to behold. But how on Earth would one even fathom such equine excellence?

Well, I found a really neat book where the author is so passionate about horses that she paints their organ systems on their skin:

http://www.amazon.com/Horse-Anatomy-Per ... 144630096X

With it, I sketched out some orthographics of a horse's skeleton and superficial muscles (the ones just underneath the skin that would be most evident with skin sliding). From there, I played wonderful sculpting times to get to where am at now. I've blocked out the form to a resolution high enough to simulate the skin, as I will want it to be quite high at its base res in order to get wrinkles and stretches of armpit webbing and the like. Underneath the skin as well, I've sculpted the muscles I ortho-ed so when they deform over the bind rig, they maintain the unique shapes each have.

applied technical skills required:
-squash and stretch spline rigs per muscle for muscle expansion and contraction
-spline rig curves of each muscle must have control to be dynamic (nhair) and just deformable
-post anim script that offsets all muscle deformation a frame before the bind causes it
-skin bound proxy muscle shapes must act as passive colliders for
-nCloth simulated skin mesh to respond to bind rig and all acting colliders

So join me, when the spare time is found, in this epic rigging challenge that can either fossilize maya muscles- or give me an excellent nervous breakdown, either way it's bound to be entertaining!

Jake


Attachments:
horthoSkeleton.jpg
horthoSkeleton.jpg [ 474.56 KiB | Viewed 4463 times ]
horthoMuscle.jpg
horthoMuscle.jpg [ 599.45 KiB | Viewed 4463 times ]
horse_muscleThreeQuarter.jpg
horse_muscleThreeQuarter.jpg [ 611.41 KiB | Viewed 4463 times ]
horse_muscleProfile.jpg
horse_muscleProfile.jpg [ 710.96 KiB | Viewed 4463 times ]
horse_frontLeft.jpg
horse_frontLeft.jpg [ 635.62 KiB | Viewed 4464 times ]
File comment: possible self portrait if this rig doesn't end up taking off
horse_threeQuarterRear.jpg
horse_threeQuarterRear.jpg [ 703.95 KiB | Viewed 4464 times ]
horse_threeQuarterFront.jpg
horse_threeQuarterFront.jpg [ 654.86 KiB | Viewed 4464 times ]
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