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Making Of 'The Odd Father'

By Peter Sussi
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Date Added: 9th December 2009
Software used:
LightWave
213_tid_final_render.jpg
This little how-to will follow my process of creating the "Oddfather". First off, let me explain that this was always meant to be a single render. This will differ from my process of how I would go about an animation. Since it is just one frame, I can spend all my time making it right. If it were an animation, I'd need to spend more time making the deformations and textures to render out as best they can.

OK, so let's start. The figure was rigged fairly well and posed, however, (Fig.01), there are several issues that were not worked out. Mainly, bad deformations. Bad deformations are OK and they were left "as is". In Lightwave I saved the pose as a endomorph (which basically means the pose was frozen in a position that could be brought into modeler). Note, this is different than saving a transposed model because that would remove all sub-patching and break up all the subpatches to hundreds of polygons and making it nearly impossible to correct deformations.

213_tid_fig1.jpg
Fig. 01

So, now the model is back in Lightwave, go to the new endomorph, (that has the posed figure). It is here were I take my time and touch up all the glitches in the pose. This includes: all the stretched buttons (Fig.02), the bad deformations at the arms (Fig.03) and the waist...even adding some muscle bulging in the arms and creases in the jacket and drooping the ends of the pants over the shoes (Fig.04).


213_tid_fig2.jpg
Fig. 02

213_tid_fig3.jpg
Fig. 03
213_tid_fig4.jpg
Fig. 04

 
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