Here is a render of Frank in the kitchen. Note the addition of normal maps to the hands to show vain and tendon detail.
Frank...
Well... after seeing the character more fully developed, I decided his name is Frank. He is now fully rigged and only a little texturing left to do. He still needs an apron and a paper hat, and then he'll be ready to man the kitchen for short order. Note the severe farmer tan. Here he is in all his glory...
Here is a detail render of the jeans and boots. I was too lazy to do composite texturing on the boots, so I did it all in photoshop and inverted it for a normal map...
Here is a detail render of the jeans and boots. I was too lazy to do composite texturing on the boots, so I did it all in photoshop and inverted it for a normal map...
4-view...
I'm calling the character Jack. Major improvements include IK/FK arms, texturing, deformation correction bones. I lost all the shapes, so no facial posing at the moment. I will re-institute the shape keys when I am done with the texturing.
Poser...
Belly Movement...
I struggled for a while with how to weight the belly. Surfaces so far away from bones tend to wrinkle up during deformation. After trying several variations of the deformation mesh, I ended up using a couple of lattices front and back with weighted hooks to the bones of the spine. Here you can see the lattices, hook empties, and the resulting deformation with the belly pointing downward. Both the front and back lattice use the same set of hooks.
Shape key and eye rigging...
He's beginning to get pretty expressive... Here's the mesh with one level of subdivision surface...
And the rendered result...
He's Alive...
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