Cartoon Villain

March 4th, 2008

For modeling practice I just went back to “The Hobbit Guy” Dave K’s poly head modeling tutorial, which I’ve been referencing periodically since it first went up back in ought-two.

I’ve recently been digging on Casanova, drawn by twin Brazilians Gabriel Bá and Fábio Moon, so I decided to try to make a cartoony villain à la Bá using some tricks from the Sergio rig to keep the lines clean and sharp. The result looks a bit like a Peter Chung character, which is close enough. Those cheekbones could be sharper, especially from the three-quarter angle.

Keeping everything quads while making good edge loops is a huge pain. I know I left a bunch of 3- and 5-sided polys in there. And yes, I bailed on the ears. This is actually my second try: I had a great ear, and Maya crashed during a smoothing attempt and somehow retroactively borked all my incremental saves. It’s just as well — I got a better nose the second time, and everyone knows noses are more important than ears.

Speaking of sharper cheekbones from the three-quarter angle: has anyone done anything with automatically varying a model depending on camera angle? Back in school I had a character called Back-Hand Man, lost in an unfortunate lab accident (the only character I’ve ever had stolen; the culprit took the whole RAID), with a pompadour which I tried to script to always be perpendicular to the camera. It was… kind of finicky.

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