Here is my trinny!
I've had this little guy planned for about a year and a half. I've iterated his design with the drawings of my brother more than half a dozen times. And now we are putting him into 3D, out of need. We need a mascot, we need a character to sell us, put our message out there.
The Beauty.
And, I have discovered something beautiful, sculpting and modeling tools go hand in hand in Bforartists/Blender. I never knew how comfortable it is. This guy is practically ready to animate already, and I could sculpt him while building him.
PS. I've recorded the process.
Character: Trinny
- Steinie
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Re: Character: Trinny
I like your character!
I see that you decided to place the eyes further down than shown on some of your designs. The mouth will be smaller where you chose the eye placement.
Will your hands be a problem when they have to close?
What tools did you use in Blender?
Thanks for sharing!!!
I see that you decided to place the eyes further down than shown on some of your designs. The mouth will be smaller where you chose the eye placement.
Will your hands be a problem when they have to close?
What tools did you use in Blender?
Thanks for sharing!!!
Re: Character: Trinny
I do too!
Reminds me of Casper from my childhood days.
https://www.google.com/url?sa=t&rct=j&q ... heHOsvncod
Reminds me of Casper from my childhood days.
https://www.google.com/url?sa=t&rct=j&q ... heHOsvncod
- bitkar
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Re: Character: Trinny
very nice looking and seems original, which is not easy these days!
well done sir
well done sir
Michal aka bitkar
tS freak since tS2 (1998) and forever (tS7.61 modeler)
tS freak since tS2 (1998) and forever (tS7.61 modeler)
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Re: Character: Trinny
Thanks guys.
I'm still working on proportions.
I've got his mouth done now and most of the topology ok for rigging now.
The mouth and eyes.. I have a feeling those will be the hardest - especially getting them to Unreal Engine4 with the 4-8 influence limit.
I'll first try with the 4 limit first, so I can get hair going.
Hands will have a lot of corrective shapes to work, but shouldn't be a huge problem.
Now.. for a query...
Bigger or smaller body?
I'm still working on proportions.
I've got his mouth done now and most of the topology ok for rigging now.
The mouth and eyes.. I have a feeling those will be the hardest - especially getting them to Unreal Engine4 with the 4-8 influence limit.
I'll first try with the 4 limit first, so I can get hair going.
Hands will have a lot of corrective shapes to work, but shouldn't be a huge problem.
Now.. for a query...
Bigger or smaller body?
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Re: Character: Trinny
Ok,little update. Tuned his face, tested loops and some small shapes. Now he's ready to rig.
- bitkar
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Re: Character: Trinny
ready to rig and roll :)
isnt his mouth too high? (not sure)
isnt his mouth too high? (not sure)
Last edited by bitkar on 07 Aug 2018, 09:26, edited 1 time in total.
Michal aka bitkar
tS freak since tS2 (1998) and forever (tS7.61 modeler)
tS freak since tS2 (1998) and forever (tS7.61 modeler)
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Re: Character: Trinny
My concept artist, my brother, wanted the mouth high. Not sure about it yet.. but he does look cute.
I have been spending the past couple of days perfecting my rigging skills in Bforartists/Blender to Unreal Engine... as.. they don't always transfer correctly.
Tasks I've tested and managed to get going:
- Created python script for quick Shadow Rig creation
- Refined baking and shadow rig workflow to Unreal Engine
- Tested Bone scale deformation in UE from Blender/Bforartists - and mapped the correct workflows
- Tested a SplinIK rig and export to UE
- Tested a bone based "Lattice" rig system - and mapped the correct workflow system
I have been spending the past couple of days perfecting my rigging skills in Bforartists/Blender to Unreal Engine... as.. they don't always transfer correctly.
Tasks I've tested and managed to get going:
- Created python script for quick Shadow Rig creation
- Refined baking and shadow rig workflow to Unreal Engine
- Tested Bone scale deformation in UE from Blender/Bforartists - and mapped the correct workflows
- Tested a SplinIK rig and export to UE
- Tested a bone based "Lattice" rig system - and mapped the correct workflow system
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Re: Character: Trinny
I have gone ahead with rigging - it's looking terrifying but it's fun. Some thing are working already.
- Finis
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Re: Character: Trinny
I like the look of the character but there are many similar characters. So, if it is to be a logo or mascot for your brand ... something more distinctive or different.
The head seems to have innumerable bones. It is like mesh edges where converted to bones. Otherwise as well it seems like an "atomic fly swatter", overkill, too complicated. Especially for the simple shape of this character. That's a question not critique: Why so complicated? What is gained to be worth so much effort?
The head seems to have innumerable bones. It is like mesh edges where converted to bones. Otherwise as well it seems like an "atomic fly swatter", overkill, too complicated. Especially for the simple shape of this character. That's a question not critique: Why so complicated? What is gained to be worth so much effort?
The more laws, the less justice. -- Marcus Tullius Cicero