View Full Version : Project: JR500 S
nanoma 02-08-2002, 02:53 AM Hi everyone!!
I'm an art student from San Francisco. I'm working on an animaiton project coded name JR500 S. It's a 1:51 full 3DCG TV commercial for Japan Railway's Shinkansen (I mean the bullet train.)
The purpose of this project is to explore the beauty of computer graphics on it's own (and my demo reel for god's sake!!). I'm not into hyper realism. I believe CG has it's own line somewhere between realism and stylish 2D illustration artwork.
Well, I love speedform. Therefore, I have a bullet train and a girl. (Women are the ultimate speedforms. That's why there are always chicks next to a sport car in an auto show!! Hehe...) The environment is a train station in the city. Hopefully I can finish this project at the end of this year.
Below I'm showing the sketch of the character, the 3D train model and the very first rendering of the character's face. This is the first time I work on my own project. Hope you guys can gimme some feedback on my rough work now.
Thanx a lot!!
http://the3d.ws/artists/kwu/01_Neugal_sketch.jpg
http://the3d.ws/artists/kwu/10_NeoJR500_22.jpg
http://the3d.ws/artists/kwu/11_NeoJR500_23.jpg
http://the3d.ws/artists/kwu/02_NeoJR500_25.jpg
http://the3d.ws/artists/kwu/08_UVs.jpg
http://the3d.ws/artists/kwu/05_NGHWS.021.jpg
http://the3d.ws/artists/kwu/03_Lighting_Ref_Newgal21.jpg
Still a long, long way to professionalism...
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Matt_Forcum
02-08-2002, 07:04 AM
im right there with you about the place computers have in the art world. i figure, if you can photograph it, or build a real set do it.
Whirlwind
02-08-2002, 09:22 AM
Thats impressive. How did you get Maya hair to behave so well?
nanoma
02-08-2002, 09:54 AM
Thanx guys!!
Well, the hairs are simply NURBS tubes and planes. It's all about the texturing. I tried the cloth driving paintFX method and the rendering time is totally unacceptable.
Now I have to make them into softbodies...
online_monkey
02-08-2002, 10:12 AM
wow thats great. You say you did the hair with nurbs, could you post a pic in wireframe. Thanks.
nanoma
02-08-2002, 10:38 AM
:) Here are the wireframes...
http://the3d.ws/artists/kwu/12_NGHWS.012.jpg
http://the3d.ws/artists/kwu/13_NGHWS.013.jpg
And a rendering before texturing...
http://the3d.ws/artists/kwu/14_Lighting_Ref_Newgal21_02.jpg
:D
goodlag
02-08-2002, 10:44 AM
wow..
really great, can't wait to see her finished
JacquesD
02-08-2002, 11:48 AM
Nice work, really.
I wish we could have the same UV unwarp type in Lightwave.
Keep on the good work.
Threedeemer
02-08-2002, 02:25 PM
Excellent work! I would definately like to see more. Your UV map is perfectly symetrical, everytime I try to do this I get some warped parts. If its not too much of a hassel can you give a simple explaination of your method of achieving this. BTW, looks very professional in my opinion.
Chappo
02-08-2002, 02:28 PM
:eek:
Your awesome ! :)
I totally love the modeling of the girl :)
How long did it took you to make the head ?
nanoma
02-08-2002, 08:44 PM
Thanx for the comments!!
The UVs are easy to fix. For the head, I generated the UV map with cylindrical mapping. Then isolate the overlapping area from the rest of the UVs (such as the nostrils and ears) with cut UV tool. You only have to cut it out, don't move it. Then select any one or few UVs inside the overlapping area and do a relax, as shown below
http://the3d.ws/artists/kwu/15_Uvr02.jpg
Edge weight Uniform, pin UV border, and play with the max iteration...
When it's done, quickly select edges around that area and sew UV.
With this method, I can unwrap this head in less than 10 mins. It works very well on organic model UVs. The following image shows the area I applied this method.
http://the3d.ws/artists/kwu/16_Uvr03.jpg
BTW, the head model took me around a week or two to finish. It's easy and quick to make a head, but hard to get "the quality of that person" I wanted...
Hope this help :p
Threedeemer
02-08-2002, 10:48 PM
Whoah! Nanoma, Your UV method totally works, you have helped me out greatly, and many others Im sure. Now I can re-texture most of my characters.
Big Thanks!
Whirlwind
02-08-2002, 11:35 PM
Thats just plan amazeing. Thank you so much for the "tutorial" I've always had problems unwraping UV's for faces and now I have a method to use. Also thanks for the hair tip.
-D
Awesome stuff! The girl is great and I really like the train. The Nazomi 500 Shinkansen is my all-time favorite. I can't wait to see the animation.
Do you have a website?
-ist
nanoma
02-09-2002, 05:08 AM
I don't have a website:( I don't even know how to make one. I hope I can setup one before I graduate at the end of the year...
Feel good to help you guys solve the UV problems. According to my personal experience, Maya has the best UV editing tools out there. I even tried exporting obj models to Lightwave and XSI, and the UVs are still there. Hehe... guys, if you mastered UV texture editor in Maya, you're king of UV texturing!
Cheers!!!:cool:
Working on the environment now... Daytime lighting in Maya is hard...
phaction3
02-09-2002, 06:45 AM
This is the first project you've worked on on your own?? what have you been doing before, besides making other people in you groups look better than they deserve? This is some really great stuff. Personally I'm not a big fan of the anime style, but since its for a Japanese company, its completely acceptable. Very impressive
shittnt
02-09-2002, 07:57 PM
nice works ŁĄ i think the girl like chinese girl more than japanese:cool:
nanoma
02-09-2002, 08:56 PM
Shittnt... You're right. You're the first to notice that, and probably the only one...
There are all kind of Asians in the art school I'm in, from north to south. While I was studying anatomy, I noticed that the proportion of facial features varies from northern to southern Asian (and a bit from east to west). People from Northern China, Korea and Japan are kinda similar faces (with some exceptions). Southern Chinese, Thai, Vietnamese, Indonesian and the rest of the Asia have their own set of features. Thus people from middle China are mixes of north and south faces. I kindda see the Darwins' biological gene pool happening here. Our genes got mixed up and diffuse across the continent. (Sorry about these bs, I studied Bio-chemistry before I went to arts school.)
Although it's a commercial for JR, I put a non J character in it. Just want to see if anyone could tell. Most people said she is Asian, and they quickly assume her a Japanese, since the project style looks like Japanese 3D anime.
Well, enough bs. In short, my science knowledge I acquired from the past does help my art work today. Physics and chemistry helps my animation, hypershade texturing and lighting, and biology helps my modeling, character setup,etc. They provide me the side of logical thinking. Also, OBSERVATION, is the key to successful science and art projects. My left and right brain are in balance...:D
What was I thinking!?
JacobB
02-09-2002, 09:17 PM
I like everything, my only crit is the little bit of hair on her forhead, either it needs to be a little longer,or a little more vertical, I don't know it just looks a little weird, but the rest of the hair looks great, can't wait to see the body:D
big b
02-10-2002, 08:36 AM
SH@% Dude.
I love it. I'm looking forward to seeing more of your work in the future.
mr.bean
02-10-2002, 01:54 PM
wonderful female character
Raul-Reznek
02-10-2002, 03:18 PM
The TGV looks like the one in a music video I've seen. Dungeon Family to be more precise. Very real lookin.
Superbe stuff.
shittnt
02-11-2002, 10:20 AM
nonama ,yeah i think i know what you say.
my father working on the San Francisco but i live in china , i really want to know how to study art in school about you .
where are you come from? thank u:D :) :)
nanoma
02-12-2002, 10:09 AM
Shittnt, the school that I'm attending is not bad. You'll be trained in traditional art and highend 3D art. Go see www.academyart.edu. We won Maya Global Competition and some awards at Siggraph Electronic Theaters.
I'll be opening my personal website sooner than I thought. Better start learning web stuff now.
I just did a few one pass renderings of the train in the environment, just to see how far can Maya renderer goes. The following rendering has more than a dozen of lights, hundred thousands of polys, a couple hundreds of NURBS objects, and everything is light linked and raytraced. The rendering time turned out not too bad (but compare to other renderer it's slow), 22mins max and 10mins min.
http://the3d.ws/artists/kwu/17_Station_TR_08.jpg
http://the3d.ws/artists/kwu/18_Station_TR_09.jpg
The complete station will be four times as big. Hundreds of props are missing, which explain why the platfrom is so empty. All the shadows are baked to the diffuse channel of the shader so they are independent of the light, because Maya 3 has problem with single directional light on huge set. Still a lot of stuff to fix and to build...
When is Mental Ray going to work for Maya??:mad:
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