Blender

Blender

sonosublime May 15, 2015 @ 9:43pm
EDIT: Rigging a character model
Hi all,

I am currently working on an SFM series based on Donkey Kong Country 2, and so far it is going really well. Here is the first episode:

https://www.youtube.com/watch?v=4yuw6KjDZUo

However, I am going to need a model of Candy Kong for future episodes:

http://www.dkvine.com/games/gallery/albums/artwork/dkc/candy_kong_01.png

Unfortunately, while I am good at modelling inorganic objects, I am not so good at modelling characters, and would greatly appreciate some help with this.

All I would need is the mesh, and then I am happy to do the texturing, rigging and porting. You would receive full credit as a modeller.

Please let me know if you are interested, and thanks!
Last edited by sonosublime; May 22, 2015 @ 9:31pm
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Showing 1-15 of 22 comments
Pte Jack May 15, 2015 @ 11:59pm 
Ok Sono, here's a challenge for you because your doing great so far...

Can you rig her and straighten her out?

http://i.imgur.com/57JtAI7.png


http://www.models-resource.com/wii/SuperSmashBrosBrawl/model/3738/

sonosublime May 17, 2015 @ 1:49am 
Thanks, I've come across that model before, but am not sure I can fix it with rigging...

One of the problems I foresee is that the mesh appears to have several gaps at elbow bends and finger bends, etc, like so:

http://orig07.deviantart.net/23db/f/2015/137/3/d/blender_candy_by_sonosublime-d8tob0c.jpg

Do I need to get rid of these gaps, to make one continuous mesh? If so, would you recommend trying to merge vertices to get rid of the gaps now, or try and straighten the model out with rigging first?
Last edited by sonosublime; May 17, 2015 @ 4:11am
Pte Jack May 17, 2015 @ 7:54pm 
Looks like split mesh, I haven't really looked at the model. but, yeah they can give you some grief, See if they are separate objects, if not go into edit mode wireframe mode and look closely at the area, can it be welded or will a remove doubles fix it? In the picture, I would select one vert and do a merge with the other.
Last edited by Pte Jack; May 17, 2015 @ 7:55pm
sonosublime May 18, 2015 @ 3:17am 
I have joined everything into 1 blender object. Would it not be easier to try and straighten the model out first before trying to fix the gaps/splits?
Pte Jack May 18, 2015 @ 9:37am 
Double edged sword here, If you're going to weight and attempt to use the armature and you don't weight it properly, you run the risk of making the problem worse if you don't merge these errors first. But it's a matter of personal preference...
Last edited by Pte Jack; May 18, 2015 @ 9:38am
DemonKiller May 18, 2015 @ 1:54pm 
Originally posted by sonosublime:
Thanks, I've come across that model before, but am not sure I can fix it with rigging...

One of the problems I foresee is that the mesh appears to have several gaps at elbow bends and finger bends, etc, like so:

http://orig07.deviantart.net/23db/f/2015/137/3/d/blender_candy_by_sonosublime-d8tob0c.jpg

Do I need to get rid of these gaps, to make one continuous mesh? If so, would you recommend trying to merge vertices to get rid of the gaps now, or try and straighten the model out with rigging first?
you have to use merge tools i think.Try and if it does not work like you want you can always go back with Ctrl Z.by cons I see triangles.It is not good to work directly in the triangle face.Work all time with quads.At least as much as possible.You uses ripped models from the game I think no?It is possible to return the model to square face but the result can be hazardous.(tris to quads).Tris is for games.You make an animation as well stay in quads.To really make something good there should be a retopology.Search for tutorial on retopology.In general it is done after a sculpt.But I think it can be done on a low poly model.
DemonKiller May 18, 2015 @ 2:25pm 
Modeling Low Poly chara tuto
https://www.youtube.com/watch?v=YvEPwLeHdWs&list=PLvgIVNDU-DxhGiBF31-0o2e6QxI8T3Mxs
https://www.youtube.com/watch?v=krEoAjK-vo0
https://www.youtube.com/watch?v=iZM1ebow2cE
retopology - Bsurface
https://www.youtube.com/watch?v=S4TJ2q4pol0
retopo tutorial
https://www.youtube.com/watch?v=um1SIed5v88
Bsurfaces is now free and built-in blender.(ctrl +alt+U choose Add-Ons choose Mesh and enable Mesh:Bsurfaces GPL Edition and click save User settings)
Last edited by DemonKiller; May 18, 2015 @ 2:57pm
sonosublime May 20, 2015 @ 6:42am 
Originally posted by Pte Jack:
Double edged sword here, If you're going to weight and attempt to use the armature and you don't weight it properly, you run the risk of making the problem worse if you don't merge these errors first. But it's a matter of personal preference...

Originally posted by Sigurd:
you have to use merge tools i think.Try and if it does not work like you want you can always go back with Ctrl Z.by cons I see triangles.It is not good to work directly in the triangle face.Work all time with quads.At least as much as possible.You uses ripped models from the game I think no?It is possible to return the model to square face but the result can be hazardous.(tris to quads).Tris is for games.You make an animation as well stay in quads.To really make something good there should be a retopology.Search for tutorial on retopology.In general it is done after a sculpt.But I think it can be done on a low poly model.

Thanks for the replies. I'll see how well I can use the merge tools to fix the mesh.

I've fixed the fingers pretty easily. However, the elbow mesh is a complete mess, with a large chunk of its halves clipping into the other. To be honest, I'm not even sure where to start on fixing this. Do you guys have any tips?

http://orig15.deviantart.net/4f16/f/2015/140/d/6/blender_candy_1_by_sonosublime-d8u2bhe.jpg


Originally posted by Sigurd:
Modeling Low Poly chara tuto

Bsurfaces is now free and built-in blender.(ctrl +alt+U choose Add-Ons choose Mesh and enable Mesh:Bsurfaces GPL Edition and click save User settings)

Thanks for those tutorials, I'll be sure to check them out in the future.
Last edited by sonosublime; May 20, 2015 @ 6:42am
sonosublime May 25, 2015 @ 7:27am 
Bumping
Bored Peon May 26, 2015 @ 4:42pm 
https://cgcookie.com/blender/

They have tons and tons of tutorials. I think you need a subscription for some of them, although some are in the free section.

There was a great tutorial on model rigging there. I think it took less than an hour to learn the basics of rigging a model.

The other guys are right you always want to try using quads (ie a 4 point square) simply because triangles are a big no-no because they cause a lot of issues.

Subdivision of a surface or making a new edge loop is where you will run into the biggest problems, because triangles do not divide very well. For example you want to add a new edge loop around the waist of a model, if you have a triangle your belt can easily turn into suspenders. Where as quads give nice clean edges easy for making loops and subdivision.

Also when rigging a model the cleaner your mesh is the easier it is to use the feature that auto assigns vertices to bone groups.



Salt_Extractor May 27, 2015 @ 1:11am 
are you looking for tutorials or an extra developer?
cuz im getting confused reading what you asked for and what people responded with
sonosublime May 27, 2015 @ 6:06am 
Originally posted by Bored Peon:
https://cgcookie.com/blender/

There was a great tutorial on model rigging there. I think it took less than an hour to learn the basics of rigging a model.

The other guys are right you always want to try using quads (ie a 4 point square) simply because triangles are a big no-no because they cause a lot of issues.

Thanks for that link, I'll check out those tutorials when I get the chance.

I do kind of already know the basics of rigging, but I do need more practice.

It appears that most of the faces on the model are triangular faces. Is there a way to fix that?

I have tried parenting the mesh to the armature ('Armature deform/With automatic weights), and plan to straighten the model out before I close the gaps in the mesh. However, that is causing a sort sort of disconnection in the mesh when the bones are posed:

http://orig03.deviantart.net/1848/f/2015/147/2/0/blender_candy_weight_by_sonosublime-d8uxzhb.jpg

http://orig02.deviantart.net/6839/f/2015/147/7/3/blender_candy_weight_2_by_sonosublime-d8uxzhp.jpg

http://orig02.deviantart.net/613e/f/2015/147/3/3/blender_candy_weight_1_by_sonosublime-d8uxzhw.jpg

Has anyone encountered this problem before, or have any suggestions for fixing it?


Originally posted by ☭ihavenowingss☭:
are you looking for tutorials or an extra developer?
cuz im getting confused reading what you asked for and what people responded with

A bit of both, I guess. I would like to learn how to do this myself eventually, but in the meantime, if someone wanted to contribute in fixing this model, it would be greatly appreciated, and they would get credit.
Salt_Extractor May 27, 2015 @ 10:15pm 
well im sure some1 uploded this model at TF3DM
i guess thats youre shortcut
sonosublime May 29, 2015 @ 9:50am 
I already have the model, downloaded off VG Resource, but trying to straighten it out is the challenge.
Last edited by sonosublime; May 29, 2015 @ 9:51am
Salt_Extractor May 29, 2015 @ 10:14am 
not sure what you mean by straighten
but GL
and if you dont know how to do something specific just ask
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Date Posted: May 15, 2015 @ 9:43pm
Posts: 22