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View Full Version : Machineflesh 3D Challenge Entry: Martin Rau


martu
03-18-2004, 09:15 PM
Martin Rau has entered the Machineflesh 3D Challenge.

martu
04-17-2004, 06:35 PM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1082223352_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1082223352_large.jpg)

This is one of my first rough sketches of the main actor in the upcoming scene.
It's a specialised human being belonging to a future "ant like" society ...

martu
04-17-2004, 06:53 PM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1082224429_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1082224429_large.jpg)

Refined version of the previous character scribble. A similar one will be used as reference for modeling.
The skin will be structured this some technical details like artificial veins. Those things will be added in modeling and texturing - to avoid overloading this sketch.

prophetpandp
04-17-2004, 07:38 PM
Nice idea. I like that the arms of the worker are conected to the drill. Ccorrect me if i'm wrong. Whats you idea behind that?
:buttrock:

Isabelle
04-17-2004, 09:07 PM
I look forward to se the consept art made in to 3d. I could work realy well
: )

jud
04-18-2004, 12:00 AM
Great drawings you have there and I like the concept,can't wait to see it in 3d,good luck with that.

jud

martu
04-18-2004, 02:25 AM
it's kinda super sonic hammer!

Thanks for liking my sketches ...
As mentioned in the notes, the idea is a human creature, existing in a future society ... maybe in one of the space colonies.
In this society lower classes are genetic and technicaly modified to be most efficient in fullfilling their one and only duty.
This special creature is a mine worker, which is created to work in nearly lightless, hot areas and is connected to distant energy and life keeping sources via tubes.
Before starting with modeling I will post a shaded perspective sketch (with background) of the scene I want to create.

To be honnest - it's a very dark vision of our future ...

I think this will meet the theme of this challenges - for normal, I'm not used to doing "creature-stuff" ;)

prophetpandp
04-23-2004, 05:07 PM
Beautiful man. Thats the idea I thought you were going for. Can't wait to see more.
:beer:

martu
04-25-2004, 01:59 AM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1082854739_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1082854739_large.jpg)

I fiddled a lot with the background and did several versions - at least I ended up with this one. The tunel construction is kind of organic as well. The skin details are still missing and will be done during modeling and texturing. In the final rendering I will have to give a little more light to the skin, to show these details.
With the openings for the "eyes" I'm still not happy - but I will decide this during the modeling phase.

martu
04-26-2004, 07:36 PM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1083004603_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1083004603_large.jpg)

Started modeling the background elements for worming up ;)

Initial sketched with splines - then lofted NURBS - converted to polys - refined and converted to subD ...

martu
04-26-2004, 07:39 PM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1083004772_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1083004772_large.jpg)

...

martu
04-26-2004, 07:41 PM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1083004862_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1083004862_large.jpg)

...

martu
04-26-2004, 07:42 PM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1083004975_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1083004975_large.jpg)

...

martu
04-26-2004, 07:43 PM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1083005019_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1083005019_large.jpg)

...

martu
04-29-2004, 05:50 PM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1083257414_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1083257414_large.jpg)

Geometry used for background scene texture setup ...

martu
04-29-2004, 09:05 PM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1083269137_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1083269137_large.jpg)

Test rendering the background scene.
3 Textures, 3 Objects and 3 Lights.
Mentalray for Maya with global illumination - 25000 photons.

martu
04-29-2004, 09:10 PM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1083269413_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1083269413_large.jpg)

Mixed network with procedural shaders, utility nodes and simple image maps ...

martu
04-29-2004, 09:12 PM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1083269522_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1083269522_large.jpg)

Mixed network with procedural shaders and simple image maps ...

martu
04-29-2004, 09:15 PM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1083269703_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1083269703_large.jpg)

Super simple reflective / transparent shading network ...

Dias
04-29-2004, 09:20 PM
Very nice man, very nice. :bowdown:

martu
05-16-2004, 10:56 PM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1084744568_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1084744568_large.jpg)

Refined rock material - this time rendered with Maya standard renderer.
Mentalray becomes realy slow when dealing with so much detailed geometry - I have to save some resources for the workers geometry ...
13 pointlights / raytracer node

martu
05-16-2004, 10:59 PM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1084744745_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1084744745_large.jpg)

New shading network for the rock walls. 100% procedural ...

martu
05-16-2004, 11:07 PM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1084745258_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1084745258_large.jpg)

I'm starting with classic box modeling - then switching to subD.
Always converting back to polys for clean up pourposes.
I submitted this image first on Sunday, 09 May 2004, but it's not updated in my thread ... so once again ...

martu
05-16-2004, 11:09 PM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1084745353_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1084745353_large.jpg)

...

martu
05-16-2004, 11:11 PM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1084745464_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1084745464_large.jpg)

...

martu
05-16-2004, 11:12 PM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1084745577_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1084745577_large.jpg)

The supersonic hammer is modeled seperately and will later on be combined with the body geometry ...
I submitted this image first on Sunday, 09 May 2004, but it's not updated in my thread ... so once again ...

martu
05-16-2004, 11:14 PM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1084745676_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1084745676_large.jpg)

subD and some details ...
I submitted this image first on Sunday, 09 May 2004, but it's not updated in my thread ... so once again ...

martu
05-16-2004, 11:16 PM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1084745811_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1084745811_large.jpg)

combined ...
I submitted this image first on Sunday, 09 May 2004, but it's not updated in my thread ... so once again ...

martu
05-16-2004, 11:18 PM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1084745936_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1084745936_large.jpg)

different persp ...
I submitted this image first on Sunday, 09 May 2004, but it's not updated in my thread ... so once again ...

martu
05-19-2004, 02:42 PM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1084974153_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1084974153_large.jpg)

Started detailing the worker body ...

Saschi0815
05-19-2004, 02:46 PM
wow, very nice so far!!!!:thumbsup:

Lookin' forward to see your char textured .... love the tunnel environment!!!

Keep 'em goin':beer:

DimitrisLiatsos
05-19-2004, 02:58 PM
I really like your decision to turn your work to SubD at this point...very nice model...smooth...the tunnel looks excellent man....very nice work on shaders....looking on your progress!
:bounce:

Trenox
05-19-2004, 07:23 PM
very cool and very nice technique. You really take the concept fase very seriously, and concieve it really well in 3d. Although its hard to see whats organic or not on the characters at this stage.
Looking forward to see the characters inside the environment!

martu
05-19-2004, 11:32 PM
Thank for the motivating words!

Since this is a WIP challenge I take special care for clean modeling as much I can - in my spare time ;)
I do take the motto very serious - I read the guidelines for the challenge about 10 times and spent a some time finding the right scenery to meet the requirements - I hope.
As far as I got the rules, it's one of my targets to mix up the "fleshy" and mechanical parts as much as possible. I do like your statement, that you're not able to tell where the body ends and the machine starts :))
I hope to achieve this impression after texturing and final combining the scene parts as well.

Since I'm still juggling with the look of the helmet, I decided to model a complete head as well - just to be free with how much is shown up through the openings ...
I will post some screenshots tomorrow.

Cheers

martu
05-31-2004, 10:35 PM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1086039345_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1086039345_large.jpg)

Done using CPS for checking the smoothed surface on the fly - it's faster than working in subD.
The ear needs some more attention - but I think it's ok (for now) as a tiny detail in a large scene ...

martu
05-31-2004, 10:42 PM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1086039750_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1086039750_large.jpg)

I have combined the half low poly head with the rest of the bodi geometry and lined up the mesh resolution.
the complete mesh is turned into a subD object.
Some more details are added, where some of the thin wires are NURBS and all the other pieces are subD.

martu
05-31-2004, 10:45 PM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1086039934_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1086039934_large.jpg)

Closer look to helmet and shoulders.
I think modeling is finished so far.
More detail will be added during texturing ...

prophetpandp
06-01-2004, 06:12 PM
The Detail you put in from your original concept art is fantastic. This is looking great. How human are you going to leave the Face/Head?
:thumbsup:

martu
06-01-2004, 11:19 PM
Welcome back, P&P ... allways nice to read your lines ... ;)

I will not change the head shape much more ... maybe some expression. First reason is: stuff like optical implantations are done a hundred times in this challenge ... and second: further appending structures will not support my concept. I want to show a living creature captured in a technical concept.

Shader and textures will have to discribe a lot:
This worker is basically human, but forced to live outside the sun and fesh air, anatomically modified to do only one thing: digging ...
The eyes have to appear nearly dead and the skin has to be worn and pale - somewhat like Gollums. The difference will be that this worker is sweating and the skin is partial wet and slimy because of the humid and temperature in these deep tunnels.
The metal parts have to be worn and damaged as well.
The pose has to be modified too ... I have to take care about the mood of my scenery.
As I mentioned in an earlier post, this will be a very dark vision of our future ...

martu
06-06-2004, 08:19 PM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1086549543_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1086549543_large.jpg)

still in progress ...
addes some slimy strings - not very noticable in this small rendering ...

martu
06-06-2004, 08:21 PM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1086549680_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1086549680_large.jpg)

full body is one piece.
manually unwrapped in Maya ...

martu
06-07-2004, 08:54 PM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1086638077_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1086638077_large.jpg)

added textured detail, did some ajustments to the skin shading network, dimmed working light ... because of the dim final scene.

pseudonympending
06-08-2004, 02:20 PM
That is Freaky! But in a very good way.

My favourite bit is the arms and the way they join into the drill. The texture is also very nice. :thumbsup:

martu
06-08-2004, 07:05 PM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1086717939_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1086717939_large.jpg)

added more detail - but there is something wrong with the glow light of the engine ...

see texture in final resolution ...

Denman
06-08-2004, 07:32 PM
Wow Great modeling and cool concept !!

I love it so far !!

Keep the updates comming !!!!!

Gunn3r
06-09-2004, 06:50 PM
for weeks iv been tryin to find out how to work maya lol :blush:

i usualy catch on fast but ure deatil in telling us wat u did omg iv made a full peice of work and im realy gud :thumbsup: thanks to u man i aint jkin id kiss u if i didnt find that gay so here :beer: cheers :wavey:

martu
06-09-2004, 10:58 PM
Hey mate ... (Gunn3r),

hope I got your talking write ... I'm german ... :buttrock:

Thanks and cheers :beer:

rattlesnake
06-09-2004, 11:30 PM
wow your skin texture is absolutely great!... no doubt is an stunning work... ill be tuned to see the final one... godd luck for the next steps man!:thumbsup:

martu
06-10-2004, 12:47 AM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1086824822_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1086824822_large.jpg)

I think, character texturing is finished now ...
Added some more texture details and dirt on the tip of the machine ...
Next I will work on the facial expressen a little bit, then I will create a basic skeleton rig to work on the pose ... lighting will follow.

techart
06-10-2004, 09:25 AM
nice model,smart idea,great textures

prophetpandp
06-10-2004, 03:52 PM
:bounce:
Nice Texturing overall. I think it will look sweet in that enviroment you made. Will there be any glowing to the creature, other than the drill, like his veins for example?

Keep it coming!
:thumbsup:

martu
06-10-2004, 04:51 PM
Hi old fellow :wavey:

The engine glow is for sure.
There will be some generic photographic highlight glowing as well ... glowing viens proofed to kill the workers shape during texturing tests - but can be added using a seperate pass during compositing, if it seems to be meaningful.

Cheers

martu
06-13-2004, 12:36 AM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1087083378_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1087083378_large.jpg)

Just the setup.
You can see only lowres geometry and lowres textures.
Fog and detail will appear in the final render - glow and depth of field will be done in compositing.
I have changed the output format as well - wide.

martu
06-13-2004, 12:40 AM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1087083622_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1087083622_large.jpg)

Here you can see my scene setup in top view with all the lights within - white (and one bright green) dots, squares and arrows ...

choptider
06-13-2004, 12:57 AM
GOOD JOB!!!

GO finish it , this is the end!

martu
06-14-2004, 01:41 PM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1087216878_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1087216878_large.jpg)

These are the passes I rendered out.
Each layer is rendered in 16 pieces of similar size on my tiny 14 GHz renderfarm - with Maya standard renderer.
Rendering all the stuff took approx. 2,5 h.

martu
06-14-2004, 01:45 PM
Sorry -
forgot to mention: final render resolution is 4000 x 2600 pixels ...

martu
06-14-2004, 01:50 PM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1087217429_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1087217429_large.jpg)

Here the render layers are just thrown on top of each other - no additional filters and effects ...

martu
06-14-2004, 02:02 PM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1087218127_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1087218127_large.jpg)

Cropped the fog layer with a feathered mask, subtle color correction, depth of field (Frischluft), starglow and shine (Trapcode) done in DFX+.
Some graining is done with the basic filter in AfterEffects 6.5.

martu
06-14-2004, 02:06 PM
http://www.cgnetworks.com/challenge/entries/5/2237/2237_1087218395_medium.jpg (http://www.cgnetworks.com/challenge/entries/5/2237/2237_1087218395_large.jpg)

Just to make sure: this is a downres version of the final 4000 x 2600 pixels image.

CgGoth
06-27-2004, 08:16 PM
Nice work Realy gave me help and ideas this guy should be on the front page at least stunning work dude

Lemog
06-30-2004, 06:58 AM
I know, it's a shame I don't see this one before... Congratulation for your image... The atmosphere is a bit particular, and so interesting.

Just one point... for me, we don't feel much the movement of work of the 2 men. If they're working, tools move a lot, no ?

Anyway, it's a great composition, and best lucks for you for the challenge Martu :thumbsup:

martu
06-30-2004, 09:39 AM
You're right Lemog ...

I thought about motion blur the hammer, but my conclusion was, that this tool should be something high tech - not coarse mechanical. So: no mb ...
What I could have done is showing some reaction on the ground: dust and flying pieces ... the more I think about it, the more I'm missing this effect in the image ...

CgGoth
07-20-2004, 05:16 PM
well i realy have to thank this guy again about 2month ago i got maya and i was stuck i just got into maya 3d from 3dsmax so it was totaly different concept


and i needed help a small amount of it and this guy showed detailed 3d things on nurbs and polys so this made me try and i pulled it off right now i use zBrush and i model heads realy good and chest and backs for some reason lol im in production of a dvd now all thanks to this guy :thumbsup:

only one peice of my work has been posted so far its the first production i made il post my award winning peice soon

Spaghetti
07-30-2004, 01:36 PM
This is the coolest concept I have ever seen!! SO GREAT! can u post a link to the final image to? :D wanna use it as a ackground :F

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