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3D Bananaclock

Farted by koalaclock, October 04, 2008, 04:39:30 PM

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koalaclock

Its taken way too long, considering I created the base clock last March, but today I worked hard at a shape for Bananaclock. Using the 'traditional' avatar as used in many clock movies including Bananabeard II, I've tried to stay as faithful as possible.



The stripe down the middle is a bit wonky, and the colors arn't quite consistent... but I'd say its almost there.

I'm aiming to produce a 3D clock movie in the near future. However for Bananabeard III if I do choose to go 3d, I'll be retexturing him with something a little more photo-realistic. =)

Wind-up Clock

And it has that hand-drawn look to it. I like!
[SIGPIC][/SIGPIC]

LeekClock

Yeah it could do with a nice mottled banana skin texture

koalaclock

Quote from: LeekClock;1418427Yeah it could do with a nice mottled banana skin texture

I'm looking to recreate this movie as my test..

http://www.newgrounds.com/portal/view/272128

It has everything in it I need to test. Not so many characters, simple enviroment, special effects, blood, some fighting... I think it'd be swell...

So next on my list is you Leek :O You'll be a bit harder though... :O


koalaclock


Pin Clock

Very nice! Maybe a little more texturing to make the still picture look a little less flat.

Also, Random I know, but I noticed you don't have a Clockday 08 award...
if there were two guys on the moon and one of them killed the other with a rock that'd be pretty fucked up wouldn't it?

Fireman

Quote from: mrSimon;1418432So next on my list is you Leek :O You'll be a bit harder though... :O

I tried making leek with low polys in 3ds max, wasn't that hard to model for me but I kind of stopped when unwrapping was too big of a bitch.
So what are you using for this?

buttplug

It looks nice, I am glad you are still working on it.

Loki Clock

Looks good, but I'd definitely go with different colors, considering Banana's colors in the cartoon were how Banana looked AFTER he was lit, whereas, this is how he looks before being washed with white light.

BellClock

he's got something in his eye :'(

koalaclock

Quote from: FIREMAN;1418830I tried making leek with low polys in 3ds max, wasn't that hard to model for me but I kind of stopped when unwrapping was too big of a bitch.
So what are you using for this?

Autodesk Maya. It's all I've ever used, (The Mascot, LEGO Indiana Jones, Guinness world records the video game, our next game) so I figured I'd stick with it.

Quote from: Blackmagic;1418863Looks good, but I'd definitely go with different colors, considering Banana's colors in the cartoon were how Banana looked AFTER he was lit, whereas, this is how he looks before being washed with white light.

For this version of Bananaclock, I was only going to have his colors glow regardless of light (Cell-shaded style, without light)... possibly with some shadowing only around his eye for distinction... However when it comes to the more photorealistic Bananaclock, I'll be considering lighting in greater depth. :O He's all UV'd properly though, so he's ready for that stage.

I reckon I'm going to have to recreate Banana anyway. There are quite a few mistakes I have made, most noticably, he should be bound to a skelenton in a 'straight' pose, rather than a bent banana pose.

koalaclock

#12

Here tis in Maya :O Look up/down/left/right expressions are applied automatically ontop of the emotion.. as seen here :O

[y2]m5g3CD63vsc[/y2]

screwdriver_clock

I love the 3rd expression on the right. Its like "oh, hay there"

SpongeClock SquarePants

is this a maya software render? I always like to have some fun with mental ray myself but the render times are such a bitch...

Also, is there any easy way or magic trick for proper texturing, all this shit with UV's is always a bigg mess and i dont know what's what.

CD Clock

Holy shit, I love it the way it is. That's awesome, man.

HorseChestnutClock

Looks very very good!
But I think looks a  little bit too lightly coloured. But maybe that's just me.
Can't wait to see this finished!

Steve

Bananabeard 3 fight scene here we come

Loki Clock

How do you give models an outline, so that stays around it no matter how it rotates? I wanted to do this for a 3D version of my white version. Otherwise I could have a similar but not at all equal effect with a stark shader ramp, cutting off to complete black after a certain level of darkness.

Quote from: SCSP;1420814is this a maya software render? I always like to have some fun with mental ray myself but the render times are such a bitch...

Also, is there any easy way or magic trick for proper texturing, all this shit with UV's is always a bigg mess and i dont know what's what.

A banana is really easy to UV texture, though. You only need one seam, and it's easy to see what's what. Just think of it like paper toys that you fold and glue together at the tabs. The tabs are where the mesh has been split by a seam you put on it. The rest is computerized, algorithmic distortion of the faces within the seams because the positions of some vertices are compromised. If you took a ring, for example, and tried to make it flat without cutting it anywhere, you would have to distort it somewhat. You could make the top circle of the ring shrunken so that it fits inside the plane of the bottom circle, and that would result in any design on the sides being shrunken as it goes towards the center, where the top of the ring was. If the seams are just right the faces won't have to be distorted at all, but the larger the mesh the more seams that takes, and everywhere there's a seam you won't be able to draw straight from one face to the other and it will reveal the disjointedness to the viewer. If there's a problem you have besides that I think it's most likely one of how your program handles it than how you understand it.

koalaclock

Quote from: Not Blackmagic;1421316How do you give models an outline, so that stays around it no matter how it rotates? I wanted to do this for a 3D version of my white version. Otherwise I could have a similar but not at all equal effect with a stark shader ramp, cutting off to complete black after a certain level of darkness.

Make a identical mesh slightly larger than the original, give it a darker shader, and switch its rendering so its backfaces only, rather than frontfaces or all faces. Sorry for late reply!