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maronson
08-08-2005, 06:06 AM
I am directing a community theatre production of George Bernard Shaw’s Pygmalion in March 2006. Shaw marked some of the scenes as optional. He also wrote a preface and a sequel to make sure that people would not misunderstand his play. It didn’t work. Nobody ever performs those pages so Broadway adapted his play into My Fair Lady and changed the ending.

My production will present a portion of the preface and three of the optional scenes by projecting computer graphics onto two screens to the left and right of the stage. The play will run two hours with four CG scenes totaling about 7 minutes maximum.

The scenes contain five major characters, 10 minor characters, 4 props and two static drawings. Two of the characters are automobiles. The other characters are humans but I did not go for photorealism. The humans are cartoons and caricatures. We have an established deadline so we are superimposing our characters over a video background to avoid making a cg world. (There is a test clip of shot #2 on the web site. Check out the cg Seagull)


http://home.comcast.net/~mike.aronson/wsb/index.html (http://home.comcast.net/~mike.aronson/wsb/index.html)
What we have done so far:

We have a finished script and shot storyboards. (They are posted on the home page of the web site.) The scripts of the three optional scenes are written by Shaw and our license to perform forbids us from making changes. That is not true for the preface and we have taken advantage of that to make the story understandable to a modern audience.

The dialog for these scenes is scheduled to be recorded Aug 9th and 10th.

I have thirteen illustrators drawing conceptual art and model sheets. Right now between 40 and 50% of the art work is finished and posted on the web site. (Select Character Designs in the left hand panel.) The rest of the art work is assigned and promised to be turned in before September 6th.

I am making a modeler’s guide that explains what each character must do to help with rigging. Part 1 is posted on the web site. (select Instruction Guides.)

There is an animator’s page with a shot list containing the running times of each of the 43 shots. That page will eventually contain the exposure sheets.

I have spent lots of my time recruiting for this project but I only have two Maya users, and one compositor signed up. I waited before posting in this forum to make sure that the art work was going to come in and it would be fun to animate.

I am hoping that this can be a different type of collaborative project. I am a drama director with years of experience presenting stage images for the public eye. (I’ll send you my resume on request.) I know the best way to work with volunteers is to be organized. (Give them what they need then stand back and let them work.) The pre-production work is posted. There are no executive decisions to make. Once the art is in, we start modeling. The work on one model (the taxi cab) is started. There is a guaranteed performance date. This show will open on March 10, 2006, no matter what. I’m not going to disappear or stop working on these scenes because my name is on the program and I told everyone there would be some computer graphics as part of the play.

I’m a great believer in a lot of people each doing a small amount of work rather than the reverse. I’m getting all of this great art work because I told artists they would only have to work on one character.

Because the first two people with experience in modeling I came across owned Maya, I first thought that everyone would have to use Maya so we could have different people modeling and animating. For example, some people might just want to do scene lighting. I think it would be hard to exchange models between Maya, 3D Studio and other programs. But there is another possibility. If a person wanted to be responsible for one shot, it would not matter what program was used, the shots all get combined after rendering. But these people would not be able to work with major characters that have lots of screen time. In order to spread the work we would need a model of the same character in each different program. Someone please speak up if that is incorrect.

I don’t have any robots, it’s not science fantasy and it’s not a shoot-em up. But I told the illustrators to give the animators something to work with; something that could be exaggerated and made to look humorous.

Corvallis Community Theatre is a non-profit organization so everyone working on this project gets double my Director’s fee (zero) and all the prestige they can eat.

Even if you don’t want to join up, your comments, criticisms and prayers are appreciated.

ndog
08-08-2005, 04:30 PM
In general exchanging simple models between different programs is not much of a problem using .obj file format. IF textures are applied using standard texture projection techniques then that should work as well.

The transfer of character rigging and animation data is more problematic, the .fbx file format is supposed to handle this but....

maronson
08-08-2005, 04:43 PM
So almost anyone can contribute a model but we would have to separate rigging from model making to make sure the next person in the pipeline can work with it.


I can still assign groups of shots. For example, the Preface is actually four separate chunks. The classroom shot uses two characters that are never seen again. It seems to me that one person would do well with just doing that. It's just a little more work than I thought one person might want to do.

Thanks for the response.

blz
08-08-2005, 05:08 PM
seems like a nice project.all the best

maronson
08-09-2005, 06:11 AM
Thank you, Wojciech. I'm hoping that the classsical story, the fact that this is really four short scenes rather than a short and the variety of character styles will interest people in participating. Two characters are a pair of anime teenagers to separate them from the 1912 period of the story. The other styles are more appropriate to earlier times.

maronson
08-12-2005, 07:58 AM
The dialog for Pygmalion is now preserved on DVD. Eight voice talents recorded the voices of the 12 speaking characters in two days. I've added two audio files to the Preface test clip page on the web site. So far twenty-one persons have contributed something to this project.

My generalized schedule has always been 1) Collect 2D art from June to September. (That seems like it is working) 2) concentrate on model building Sept 6 to Oct 18, 3) Animation until Nov 29th, 4) Lip Synch and scene editing until January 30th 4) Final rendering and compositing in February. Naturally pieces will slip and things will happen more in parallel but I am a veteran community theatre director and I am used to such chaos.

My thought is that people will be attracted to the short term involvement. Their work is passed on to the next artist in the pipeline. Is that true? Or would most people rather do it all themselves? It seems to me that a no pipeline project is the way for uncompleted models to find their final resting place on the hard drives of the world.

How about if I find a Maya animator for every Maya model submitted and a 3Dsmax animator for every 3Dsmax model turned in? Would that work? We could have three or more parallel pipelines going.

Here is some art work for the automobiles.

JasonA
08-14-2005, 03:50 AM
Hi maronson,

I think that you could have a variety of strategies in terms of who uses what program, but in general it'll be the best if all of your 3d elements stay in one package, unless you're very skilled in all the apps being used by the various artists. My general experience is that moving 3d assets between different apps can cause alot of complications, especially where texturing and rigging is concerned. People can make the models in any application, but once you start texturing (and especially rigging), you should be doing it in the application that you intend to animate in. :thumbsup:

Cheers,

Jason

maronson
08-14-2005, 07:20 PM
Thanks, Jason.
So it is agreed that model makers can use any software that works and my previous post about making assignments by shot is not necessary. Since what I am asking for is a lot of participation, confining the animation software to one product will limit the volunteer pool. The good news is this project has four independent scenes. Two of the characters have lots of screen time in Scene 2 and Scene 4. Those should be animated in Maya. All of the other characters have minor appearances. We could animate scene 1 in 3dsmax and scene 3 in something else. In fact, Scene 1 is actually 4 different chunks. We could use four different brands of animation software because there is no transfer of models from one chunk to another.
Here is a link to the scene 1 shot storyboard.

http://home.comcast.net/~mike.aronson/Preface.html

If I can import a submitted model into Maya I'll be able to look at it and make suggestions. Animations made on different software will be submitted in one of the movie file formats (.mov, .avi, etc.) so I can look at it and make suggestions. Everyone will be encouraged to use the WIP forums to get more ideas. To put the final composition together we need the rendered frames from each software package. Since we have no backgrounds to model, if everyone selects broadcast white as their background it should all go together easily.

I will remove the word "Maya" from the title page of my Modeler's Guide.

maronson
08-20-2005, 05:45 PM
Q: What kind of modeling style are you looking for?

A: Since the people joining this project have a wide range of skills we need to simplify the minimum requirements of models. Models that are cartoon designed and shaded or models that are textured to look like wooden carved and painted objects will satisfy the minimum style requirement. This eliminates worries about the appearance of hair and cloth. The maximum style requirement is set by your ability, the project deadline, and my request that no one use photorealism. Many of the characters do not walk so modeling cloth folds on pants for those characters without rigging the folds would be an example of extending the minimum style requirements.

Q: But doesn't that mean the style of all the characters will be different?

A: Yes and no. All the characters that appear in the same shot should share the same style, but different shots can explore different territory. The show will be advertised by saying that many different modelers contributed their art to the project so the audience will not be disturbed by different styles. In the first scene, the Shaw character appears alone and six characters appear paired in three different shots. These characters don't appear again for the rest of the evening. We have lots of room to experiment with style.

Q: What about backgrounds?

A: The plan is to use video backgrounds. The paper cutout test shot on the web site shows that. But...the scene where Eliza arrives at the ball in a limousine has five opportunities for backgrounds to be designed by artists from this forum. They would look much more grand than the stuff I can find to photograph around here. So people who want to contribute backgrounds are welcome to participate.

Q: What kind of schedule are you looking for?

A: A model should be ready to animate six weeks after assignment. Some models are very simple. For example, no one will take six weeks to model a taximeter. Some of the models are complicated and will take a lot of rigging time. Covent Garden Liza has a lot of screen time and she needs a more experienced modeler. Six weeks means one hour a night , four days a week for six weeks or some equivalent division of 24 hours work. Because we have an absolute deadline we don't want to spend any more time than that on our models. Actually that is one of the charms of this project. Nothing gets stale.

Q: Are modelers expected to texture also?

A: Yes, but if you don't want to do that finish your model in three weeks and we will pass it on to some one else to finish.

Q: I'm not a beginner. I have some modeling experience which model should I chose?

A: The next post I make will list all the characters, their abilities, suggested texturing, and colors.

Q: When can I pick a model?

A: Download the Modeler's Guide from the web site. Then reply to this post. In September I will put up a banner headed post in the sticky Help Wanted thread at the top of this forum listing open jobs.

The art work for Formal Eliza came in this week. Here is a front view.

jayreef
08-20-2005, 06:20 PM
as a thought, my suggestion would be this:

pick a final render package - maya maybe

animators will have a much better work flow in motionbuilder, alias thought it was that good they bought it, and it is that good

your work flow would be:

get the model files from whatever, into the render package (maya)

rigg in this package(maya)

export as fbx format to animation team, animate in motionbuilder, which also has a voice/audio recognition lip sync feature that is good , but just requires some tweeking afterwards. (real time viewer to which is awesome)

save the animation as fbx

merge the animation data back to maya, this applies it to the models you started with

render



best of luck with your project :)

maronson
08-22-2005, 07:08 AM
I now have a document on the web site that lists colors, textures, attributes, personalities, visibility, how much lip synch is required for each character with submitted conceptual art. Here is the link:

http://home.comcast.net/~mike.aronson/Manuals/Character_Attributes.pdf

I just realized I left off the easiest model, the taximeter. I'll get that on the next iteration.

Look this stuff over and see if it helps to estimate the difficulty of a model.


jayreef - thanks for the post. Your thought is to make the work flow into a funnel, every one feeds into motion builder and maya instead of trying to manage three or more separate pipielines. I hope I have the opportuity to try that. I might have to suffer the slings and arrows of outrageous fortune depending on what software a volunteer has.

Rockmanex - thanks for the pm. I'll get that art work out to you Tuesday or Wednesday evening. My plate is full right now.

maronson
08-23-2005, 05:41 AM
Yesterday I received two views of the Englishman at the pub and today a sideview of the Scotsman. That means all of the 2D art work for the Preface has been turned in.

I have updated the manuals on the web site and changed the paper cut video test clip. We tweeked the camera motion and added a sound track.

Status of the 2D art work: We now have all characters except Freddy, Henry Higgins, Col. Pickering and the props. So that means we have about 75% of the 2D art work done.

If you have ever made a model from reference art, I would appreciate it if you could look at the modeler's manual and see if there is anything that could cause trouble. It is always best to find mistakes early.

Here are some more art samples:

maronson
08-27-2005, 04:39 PM
Here is the weekend report. Rockmanex has agreed to model Covent Garden Liza but he can't start until Sept 11th. That is OK. It is within a week of my official Sept 6th modeling start date. Rockmanex - I forgot to ask you, "What software will you be using to model with?"

(I'm getting lots of private messages and e-mail and that's OK as long we start to get into the habit of posting questions and progress in this thread. Otherwise when I post summaries here it looks like I'm making it up. The major reason for posting is we can get help from people who read the thread. The second reason is other people can learn this process from what we do.)

Astro-Sanchez will start with Cell Phone Boy. He uses Lightwave.

Mouli uses 3D Studio MAX 7 but there is a problem with his first choice of models and I will clear that up as quickly as possible.

Another character has complete 2D work turned in. Col. Pickering is now on the web site and in both Modeler Manuals. All we have left to go now is Freddy, Henry Higgins and two props.

AstroSanchezz
08-28-2005, 12:09 PM
yeah been off the comp for a bit, cellphone boy my kinda style :buttrock:
i'll post up some stuff for it soon gotta finish up a few things

chenga
08-28-2005, 12:20 PM
Hi there! Thanks for email me regarding this interesting project. I got some problem with the modelerGuide.pdf; it is a stale link.

Is the selected 3D model needs to be completed around OCT?

maronson
08-28-2005, 07:16 PM
Zane Duval is working on the Taxi model in Maya. He will post a 1st WIP soon.

Mouli will work on the Limousine.

Chenga - Welcome to the Project. Yes, I ran out of web space yesterday and didn't notice it. I removed the 9 Meg test clip this morning and you can now download the Modeler's manual. Here's the link:

http://home.comcast.net/~mike.aronson/Manuals/Modelers_Guide.pdf

My next task is to make an assignment sheet and post it on the web so people can see what models are still available.

The first deadline for models ready to animate is Oct 18th. You do a lot of posting in the Maya forums so I assume that is what you will model in. Your model will enter the Maya pipeline so any texturing and rigging you do will be used by the Maya animators.

When we ask for more animators to join the Project I will know how many pipelines we will have and if the deadlines in October will be different for modelers using other software. But those dates will not be much different than Oct 18th.

EDIT: I have doubled my web site space and restored the clip. I began an assignment sheet and posted it here:
http://home.comcast.net/~mike.aronson/administration/Assignments.html

darkjedi1929
08-30-2005, 02:19 AM
Hello Everybody.

I am Mukund Dhananjay from Hyderabad, India and I will be modeling the English teacher. I use Maya 7.0

maronson
08-31-2005, 03:24 PM
First, welcome to the Project Mukund. Your name is on the assignment sheet. I look forward to your first WIP.

Second, I'm looking for four illustrators to make one background each between now and October 18th. The shot storyboards have links on the home page of the web site.

The only backgrounds I am looking for are those in scene three, the Ambassador's ball. That scene has five backgrounds. I already have one illustrator who agreed to do Interior 1a as a Victorian wall. (see below.) Since I want to make this a community project I am only asking each person to do one of them. I won't refuse someone who wants to do more but I think we will get better results if people are not in a hurry to finish.

The other scenes have video backgrounds but I really want the ballroom scene to be elegant and I think it would be better to draw them from the imagination's of artists.

Exterior1: Front entrance to Ambassador's Residence. We see a fancy couple.....
the camera pans left to see the arrival of the limousine.

Exterior 2: The park (or something beautiful from London) across the street from the Ambassador's residence. The three actors get out of the limousine, leave the frame right, and we cut to them entering the door of Exterior 1.

Interior1: A spacious hall inside the ambassador's residence. This might have a staircase.

Interior 1a: A wall to be a background for the medium shoot of the three characters. THIS INTERIOR IS ASSIGNED NOW.

Interior 2: the entrance doors to the grand ballroom. (The other side of the entrance doors will be mimicked on stage. When the animated characters enter the ballroom, the human actors will enter the stage ballroom.)

You can pick the background you are most interested in designing. The first two and the last two can be backgrounds that we add during compositing. Interior 1 could be a model that the characters move through and we render it along with the characters. If Interior 1 is not a model, if it is just a background, then we probably should not have a staircase, or at least the characters don't use it.

All artists will receive credit in the production program. There may be an art exhibit of the work submitted to the project that will hang on the lobby walls of the theater during March 2006. With your permission we would hang a color print of your background and identify it with your name and home town. The theatre is open at other times of the day and more people than just the audience will see your work.

darkjedi1929
08-31-2005, 04:42 PM
Hi people

Mike, where do we put up the artwork for the WIPs???? On this thread itself, or on the general CGTalk WIP thread?

maronson
08-31-2005, 05:43 PM
The other Collaborations mostly post in their own thread but I think you will get more crits in WIP/Critque:3D Stills. Of course, the project members and others who subscribe to this thread will want to see your work and also make comments. I don't want to make this complicated but how about this?

Add this project thread (Pygmalion) to your signature.

Start a new thread in WIP 3D and post your work there.

Post the url to your new WIP 3d thread in this thread (Pygmalion)

Is there anybody with an easier idea? I just want it possible for readers in each thread to easily move to the other one.

bonestructure
08-31-2005, 10:53 PM
I just joined this. I took interior 1a, the wall. Sounds simple, but it won't be. It will be Victorian, and more than a simple wall. I wanted to try some new things I'd been thinking about and this was a good project to do them with. I use Max, by the way.

darkjedi1929
09-02-2005, 05:42 AM
Hi guys.., this is the first WIP of my English Teacher. Any crits and comments are welcome

http://img269.imageshack.us/my.php?image=englishteacher4is.jpg

maronson
09-02-2005, 06:08 AM
All Right! We are under way. Nice start Mukund. The chin length looks about right. I think the reference art has the center of the nose in the center of the face. Yours seems a bit higher than that. The angular face is hard to comment on from a perspective view, it might be skinny or it might be just right. I can't tell unless I see a front view. Looks great so far. I'm anxious to see how your model develops.

darkjedi1929
09-02-2005, 05:50 PM
all right mike, here's thelink of the front side:

http://img356.imageshack.us/my.php?image=englishteacher2front3ql.jpg

Also, Currently I am down with Flu, so I might not be abe to work on it for a couple of days possibly. Just wanted to inform you.

AgentPrometheus
09-03-2005, 04:29 AM
My name is Marco Barrettara, and I will be modelling the old taximeter.

I use mostly 3ds max, but I have experience with maya 6, (but I only have the free version of maya available) and can use that if needed.

darkjedi1929
09-03-2005, 05:25 AM
Hi Marco,

You cannot use Maya 6 PLE (the free edition) because the file format of the free version; .mp is not compatible with the full version of Maya.

Cheers

maronson
09-03-2005, 07:23 PM
The art work for Freddy has arrived and is in place in both modeler's manuals on the web site. I also added the props to the attributes manual. The last page has pictures of old British coins. Higgins throws some money at Liza and she shows a fist full of coins to the taxi to show she can afford the fare. That will be fun for somebody!

If you would like to volunteer some time to this Project follow the web site link in my signature and look at the character designs. Or download the Modeler's guide to view all the art work in one place. The spreadsheet found in the status category will tell you what has been assigned so far. Send me an e-mail or a pm and tell me the character or background illustration you are interested in. All models and illustrations must be ready for animation by Oct 18th.

Responses.......

dark_jedi_1929. Your front view looks good so far! It is positively eerie to see the 2D eyes staring through your 3D eye holes. Hope you feel better soon.

Marco: 3dStudio Max is fine for the taximeter model. I ask all modelers to submit their model in both native format and in .OBJ format in case we have to pass your model off to a different animation software brand.

AgentPrometheus
09-03-2005, 07:29 PM
max it is!

Now that I'm back from holidays, I can get a start on the taximeter.

mirabeau
09-04-2005, 10:16 PM
hi, i'm Eugene Dimitrow, and i begin to model exterior 1 today, software used - maya 7

maronson
09-07-2005, 03:52 AM
mirabeau: Welcome to the project Eugene! There are a few others that are on the job but haven't posted yet. If you were to look at the assignment sheet right now you would see we have eight modelers and two backgrounders planing to submit work.

In today's post, everyone gets a peek at the front view of Henry Higgins. I have posted the final version of the Character Attributes manual on the web site. That's where you will find colors, textures, abilities and visibility for your model. When Henry's side view comes in I will finish the Modelers Guide.

We also now have a banner in the sticky help wanted thread.

Today we begin phase two. No more waiting for concept art. It's time to turn 2D illustrations into 3D models!

AmyScott-Murray
09-07-2005, 11:35 AM
Hi everyone, I'm Amy and I'll be building the ball gown version of Eliza.

Looking forward to seeing everybody's wip : )

darkjedi1929
09-07-2005, 05:08 PM
Hello again guys.

These are the latest images as far as the English Teacher goes. Let me have you crits and comments:

http://img348.imageshack.us/my.php?image=englishteacher2front25gx.jpg
http://img348.imageshack.us/my.php?image=englishteacher2persp4fg.jpg
http://img348.imageshack.us/my.php?image=englishteacher2side9fy.jpg

OK Mike; now that the head is almost done (pending your approval), I want to know a couple of things:

>Will the hair and moustache be Fur/Hair or model with texture?

>Will the clothes be a cloth simulation?

Rockmanex
09-07-2005, 10:14 PM
Hey, I'm Brandon...going to be doing the Covent Garden Liza and working with Amy to make the characters match. Should see some stuff starting after Sept. 11 when I get time to work again.

I use Maya 7/6.5/6 Depending on what plugins I need.

maronson
09-08-2005, 04:19 AM
Welcome to the Project, Amy_517 and Rockmanex!

dark_jedi_1929: My first rule is save time and keep things simple. My impression is if you add Maya style fur and cloth I will not be able to import your model into another program. Is that correct? Also my copy of Maya is Complete. Would I be able to read your model? If the English student were also done in Maya then it is not a problem as long as we animate in Maya. So my first choice is textures and shaders. I also see you are a fast modeler (because you told me how little time you have.) The Teacher and Student move but do not walk so realistic cloth is not as necessary as good looking hair and a moustache.

Start with textures. When you finish we will look at the schedule and see how much time we have left and if we have an open Maya pipeline for your model. If things look like it will work out, you can swap out the hair before submiting your model.

I like your head model. Keep on with the good work.

Kid-Mesh
09-08-2005, 11:54 AM
maronson - Thanks for droping me a line ... Mr Henry Higgins seems simple enough to do in a short of amount of time as the character modeling pimp Astro has taken cell-phone boy :twisted:.

darkjedi1929
09-08-2005, 04:10 PM
Hi Mike...

Yes, you are right. Hair and Fur will take a LOAD of time to finally render and sometimes they cause uneven jitter...Not really an ideal solution for a fast production. Trust me, I got experience with the two of them.....;). Also, cloth, though I never worked with it, I hear its pretty damn computationallly expensive. So, models they are. Anyway, it was just a doubt, so I wanted it clarified.

So, the head models cool eh? yesyesyesyesyesyes....:bounce: . Heh. I am thinking of starting of with the hand tomorrow...as far as texturing goes, Mike, I will try my best, but like I told you man, I can't draw or paint for nuts:sad:. Silly, yeh know. I got some real horror stories of the texturing I do back at work:blush: . So please please please If anybody out there can help out with the texturing, please help me out. I am willing to swap a job you don't like with you.....
Thanks and regards

maronson
09-09-2005, 06:26 AM
The side view of Henry Higgins has arrived along with a view of him in an opera cape. We have all of the 2D art work that we are going to get so I declare the Modelers Guide finished.

Welcome to the Project Kid Mesh. Would you rather model Cell Phone Girl instead? If you do, let me know right away. Otherwise, you are now on the assignment sheet for modeling Henry Higgins. Your reference art work can be found on the last two pages of the Modelers Guide. Let me know if you need anything else. What software are you going to use?

If any modeler wants the original art work for their model, let me know and I will email you an uncompressed jpeg.

Hey everybody! We now have twelve people in the Project, nine modelers and three backgrounders.

If you are a newcomer and just reading our thread, here are the unassigned models:

Cell Phone Girl or Henry Higgins (see above)
George B Shaw
English Student
Englishman in a Pub
Scotsman in a pub
Freddy
Fancy Couple
Col. Pickering

We still have two backgrounds open:
Exterior 2
Interior 1

ScudzAlmighty
09-10-2005, 09:57 PM
Greetings Everyone!

just joined up, I'll be tackling Col. Pickering on the modeling side and maybe someone else time permitting. i've spent about an hour or two this morning working on the body and here's where i'm at,

http://i20.photobucket.com/albums/b236/mrsunfish/Pickering_01.jpg

http://i20.photobucket.com/albums/b236/mrsunfish/Pickering_02.jpg

it's just a low detail mesh so far to get the shapes and flow blocked out properly C&C would be great

the project sounds fun and i hope it turns out well

thanks for having me

Scudz

Rockmanex
09-11-2005, 10:16 AM
My version of Covent Garden Eliza (bottom image rendered without shadows)
- about an hour or two give or take so far....should start on body tomorrow or the next day.
- procedural textured

Notes: In the transition of my version to 3d, I chose to go a more Pixary view and in this sense stylized the eyes, mouth and nose to push more of her hidden beauty...the texture artist can go in and add a grime map and whatnot to help make the model look more dirty to suit the scene ..this is in anticipation that we may or may not use the head on both versions...I'm awaiting Amy's stunning results!!


Is this okay Mike?

http://img369.imageshack.us/img369/7809/eliza017ky.jpg (http://imageshack.us)

My sketch with original sketch (borrowed from both)
http://img385.imageshack.us/img385/7338/lizaredo0tw.jpg (http://imageshack.us)

dees
09-11-2005, 10:25 AM
disney won't complain :thumbsup:

as long as she doesn't use an umbrealla and fly above the chimney

muhahaha

continue man !

Rockmanex
09-11-2005, 11:07 AM
Thanks dees!

Couldn't resist an update:

Moved it to the 3d WIP thread

HERE (http://forums.cgsociety.org/showthread.php?t=276064)

(http://imageshack.us)

ScudzAlmighty
09-11-2005, 01:11 PM
about an hour or two...

good lord.... i am SO glad you posted that immediately after mine...

seriously that looks fantastic Rockmanex. can you post a wire in your wip thread?

mosquito718
09-11-2005, 09:09 PM
Hi everyone I just wanted to introduce myself. My name's Mary Ann and I'll be modeling George Bernard Shaw. This project seems a lot of fun. I'll be posting my beginning model probably tomorrow night.

MA

AmyScott-Murray
09-11-2005, 11:56 PM
...I'm awaiting Amy's stunning results!!


You might be waiting a bit longer before it's as stunning as yours :)


http://www.grannys-attic.co.uk/images/amy's/liza/render1.jpg

Ignore the hair, it will be replaced as I work on her more. (as will the eyeballs).
Thanks to Rockmanex for all his help so far :)

C&C very welcome of course.

Amy

Rockmanex
09-12-2005, 12:31 AM
Scudz Almighty: put wires up for you.. don't feel bad..you're coming along great with the superhero esque proportions.

maronson
09-12-2005, 01:15 AM
What a nice surprise to find so much here since my last post!

Scudz Almighty: I think you are off to a great start. The humor in your character is his bulging chest and his impossibly thin legs. It represents a place to put many medals and ribbons but everything is on an unstable support. But of course, it works for the Col. and he walks just fine. I can't be certain in this view but would you check the length of his arms? Make sure that his fingertips wind up above his knees when his arm hangs down. Don't worry about how fast others can model. The purpose of a Project like this is to get some meaningful practise. We are all in this together and we will all help each other to make sure we finish on time.

Rockmanex: When do you sleep? Great work. Your model is certainly remarkable and it sets a good example for what we can do for style in this Project. The hair doesn't have to change, it looks matted already. I'm concerned that she looks more like a teenager than a twenty-something woman. I would not want to change much but could you try something to age her a bit? Maybe drop the eyelid down a tiny bit to make the eye whites less big. People always say "awh" when they look at a puppy or a babies face because they trigger off the relatively large eyes vs. head size. Gravity might also have worked a bit on her jowls, either lower or more puffy. Again, I think it is something subtle like that, don't make a big change. Right now, I think adding grime alone will just make her look like a dirty faced teenager.

If we stick with procedural textures does that shorten render times as compared to painted textures? If so, then maybe I will not need a close-up Liza and a long shot Liza. I was thinking that after we did a full body Liza we would clone her, cut her off at the waist and add details to her face and put her inside the taxicab. What do you think?

A small point, your signature is missing the cgforum part of the url on the link to the Project. You got it right in the post.

mosquito718: Welcome to the Project Mary Ann! I'm very glad to have you working with us.

amy_517: Nice start! If we want the two heads to look similar then we should make the interior part of the eye shape to be more triangular. I guess I mean the part close to the nose should be a straight line. The mouth will conform more if you make the depression above the lips and under the middle of the nose (nasolabial fold) a tad deeper. Maybe it's there and I can't see it in the lighting. On the other hand, if we are not trying to look the same then I have nothing to say yet. Let's wait and see how the heads look then take a vote.

Everyone: We now have Eleven Modelers with a twelfth one still deciding on a model to pick. As soon as all models are assigned I will start scouting out riggers and a texture painter for dark_jedi_1929. Kid Mesh, unless I hear from you soon I will give away Cell Phone Girl.

This is going to be a great week for Models!

Rockmanex
09-12-2005, 08:46 AM
Sig is fixed....Procedurals do render faster...sorry to be short but I haven't much time to talk..will start work again on her tomorrow...I could age her a little bit, we'll see what happens with it...I'm not really going to touch the face at the moment until the clothing/body is done and I can look at it as a cohesive whole (also, if the texture painter does the job correctly, you can add small cirlces under the eyes, blush, color tones that emphasize, etc that would age that mesh just as well as if were to model it..its not just dirt that goes into it)

AstroSanchezz
09-13-2005, 12:35 AM
Rockmanex: that one is looking great!
nice to see this got alot of modelers
well i'm waiting to hear back from a job thing so i should have a good bit on the cellphone boy up very soon, gona get on that today

mosquito718
09-13-2005, 03:17 AM
Hey everyone,
Here's what I have so far on GBS:
1. I am still fixing the model but I put in some test hair to see what he looks like. I haven't modeled the ears yet.
2. I think he might look a little too young still so I'm going to use a bump map for wrinkles and a few "crows feet" around the eyes.
3. I included some rough wireframe renders. I wanted to make sure there was enough geometry around the eyes and mouth (even though you can't see them that much because of all his hair) because he's got a lot of lip synch.

Here's the stuff- please ignore the texture of the skin- it's just a lambert shader.

http://i12.photobucket.com/albums/a227/mamartinez1/GBSFaceTest.jpg
http://i12.photobucket.com/albums/a227/mamartinez1/GBSFaceTestProf.jpg
http://i12.photobucket.com/albums/a227/mamartinez1/wireTestCompcopy.jpg
http://i12.photobucket.com/albums/a227/mamartinez1/wireTestCompSide.jpg

So I still have to fix some stuff on the head. Everyone else's models look great.

Mary Ann

Rockmanex
09-13-2005, 12:37 PM
Hey man great start!

One thing though...I hate to say it but you may want to either unsmooth or take the resolution on that model down.

Its very heavy right now (the cheeks are really killing me)...to test what I mean try and do a blend shape with it..make an ooo shape or something and see how much trouble it gives you trying to do it, then imagine animators trying to move all your verts to do the same.
Also keep in mind the short timeframe they have as well as if you are making the expression or they are.

Aim for in between what you have now and see how well it works for you.

Here is an example I just threw together quickly to kinda show you what my mesh does
with one blend shape modified in different ways to create 2 emotions and 3 light variations (its still a little low res for me but its still VERY workable in making emotion shapes)

Its not super dense but its very high for such a simple character without resolving it more (animation is a bit easier if the flow of the polygons matches areas that animate..general "muscle" groups)

If I had your mesh to animate I would immediately drop it into Zbrush and move the points there..otherwise it would take me too long to get it accurate.

Keep in mind this is my opinion from what I've gone through so take this as advice on simplification for animation but not as an end all..its your topology and you have the choices to make in what way you want it to flow.

And good luck.

PS: Sorry Mike about lack of updates..my term ended yesterday and I needed a good 12 hours of recuperatory sleep...I want to take out about 80-90 percent of her tomorrow if I get into the mood of things..that way you can send her to the texturer or animators inside of this week (then again this is dependent on what I wake up feeling...its one of those set lethargies that I have to break out of....haha)

dark_jedi_1929: (http://member.php?u=123996)
Hey, can I see the wireframe on that head you're working on as well?

http://img206.imageshack.us/img206/8674/blends0zo.jpg (http://imageshack.us)

AmyScott-Murray
09-13-2005, 02:01 PM
Nice work, Brandon : )

Mike, I'll work on making her face a bit more similar.
A question - when she walks, will we need to see her feet?

mosquito718
09-13-2005, 02:54 PM
Hey Rockmanex
Thanks for the crit. I'm actually working on a lower geometry model and smoothed it out to see what it would look like so I'll be fixing it. I'll be making sure it's not that heavy. I'll be working on it again maybe tomorrow.

Yours looks great!
MA

darkjedi1929
09-13-2005, 07:50 PM
Hello again peeps....sorry for the delay in posting, but office work is really killin me....anyway, latest updates are here:

http://img238.imageshack.us/my.php?image=englishteacherhair10ct.jpg

http://img238.imageshack.us/my.php?image=englishteacherhair27ms.jpg

http://img238.imageshack.us/my.php?image=englishteacherhair33fl.jpg

Rockmanex, heres the wire:

http://img231.imageshack.us/my.php?image=wire4rt.jpg

mirabeau
09-13-2005, 11:30 PM
here's my wip - background_1

greendog
09-14-2005, 02:27 AM
Hey folks..... I've been assigned the character "The Englishman" just wanted to post that it is taken. I'll post screenshots when I start working on it.

maronson
09-14-2005, 03:59 AM
I'll be quick. The season opener of the Gilmore Girls starts in ten minutes.

Welcome to the Project Greendog. We all look forward to working with you.

Rockmanex: OK I'll wait for the full body view. Thanks for the help and c&c's. Get some rest.

Mosquito718: Thanks for the post... insert what Rockmanex said here. LOL

Amy_517: Make her long dress cover her feet. We want simple.

dark_jedi_1929: OK! Now we are starting to look like the English teacher.

Mirabeau: Great start on the ambassador's residence.

Anyone: We only have four characters still unassigned:
Cell Phone Girl
English Student
Scotsman
Fancy Couple

Great job everyone!

Rockmanex
09-14-2005, 04:36 AM
dark_jedi_1929 (member.php?u=123996): Wires look good and clean.


Mike...mesh is updated with more body ...about 50/60 percent done give or take.

See the WIP for more info.


or just go to the direct link HERE (http://img158.imageshack.us/my.php?image=clothes5hl.jpg)

maronson
09-14-2005, 06:38 AM
Neat stuff! You are going to be finished before we have all our models assigned!

My costumer is adament about the fingerless gloves. She doesn't want them. The illustrator put them on and ever since I have been asking people to not draw them or model them. I didn't tell you directly tho, I wrote that in the modeler's guide.

The Gilmore Girls episode wasn't very good.

Rockmanex
09-14-2005, 08:51 AM
Updated again..didn't see comment about the gloves though...I'll take them out.

Click the Eliza Link in my Sig.

Hey Mike, did you want the red scarf in there ?

DaveLEWIS
09-14-2005, 01:21 PM
Hi,


I'll be modelling Freddy. I shall start work on Sunday. I have one character to finish for something else, then all systems go on Freddy:)

Seems like a well organised project. happy to be involved:)

DaveLEWIS

ScudzAlmighty
09-14-2005, 02:24 PM
hey Dave, welcome aboard!

Rock, that's just fantastic:thumbsup:
i wasn't worried before i was just blown away...

dark_jedi_1929 that Jaw is just, wow. it's so big.



anyway i've got some updates on Col. Pickering here, mostly done the body, still need to figure out the hands/cuffs which is why the wrist seems so long, as well as some thumb tweaks.
http://i20.photobucket.com/albums/b236/mrsunfish/Pickering_03.jpg
http://i20.photobucket.com/albums/b236/mrsunfish/Pickering_04.jpg
http://i20.photobucket.com/albums/b236/mrsunfish/Pickering_05.jpg
http://i20.photobucket.com/albums/b236/mrsunfish/Pickering_06.jpg

i had an idea for the legs that i wanted to run by everyone here before they're finished, what i'm thinking is that it might be cool/funny if his legs were just one solid piece so that in order to walk he would actually do this sort of Hop/Shuffle thing. if you're familiar with Oddworld than yuo should know what i mean, it's how the Glukkons walk, if you're not familiar with Oddworld then... shame on you.

let me know what you think of this idea ASAP so i can finish the legs, oh and what you think of the model itself too.

darkjedi1929
09-14-2005, 04:59 PM
Hello people...Okay so I have puffed the hair up some more....

http://img6.imageshack.us/img6/1350/englishteacherhairfin1uu.jpg

And heres the full wire:

http://img112.imageshack.us/img112/8696/englishteacherhairfinwire2mr.jpg

Thanks for the crits Rocky

and Scudz, that jaw can hold a safe man.....it rocks.:scream: haha

But seriously, if you guys take a look at the orig. artwork of the teacher, the hair are all kinda spiked. Anyone know how I can achieve that effect without pushing my geometry detail to insane limits? Also, anybody got some good refernce of teeth??? Any help will be appreciated. More later.

mosquito718
09-14-2005, 08:25 PM
Hey everyone,

I'm posting more stuff that I've worked on. There's not too much geometry is there? I made sure the wireframe render was better this time:D
I am also going to bump map the wrinkles instead of modelling them. I'm also not sure what color the skin tone should be. Maybe this is looking a little too red. As for the hair- is it possible to use paint effects or do we have to model them in.
Mike- Can we use paint effects for the hair? I guess I'm asking because of Dark Jedi's stuff too.

http://i12.photobucket.com/albums/a227/mamartinez1/wireEyef.jpg
http://i12.photobucket.com/albums/a227/mamartinez1/wireFacef.jpg

http://i12.photobucket.com/albums/a227/mamartinez1/testWrinkles2.jpg
http://i12.photobucket.com/albums/a227/mamartinez1/testWrinkles.jpg

Dark Jedi- your model looks really clean. It's great.
Hi Scudz- I think your model looks great too. I can't see where the shirt hits the pants very well though. It kind of looks like there's a sharp edge there but I'm not too sure since it's a little dark.

ScudzAlmighty
09-15-2005, 01:32 AM
mosquito718, he's wearing a jacket that hangs over the top of the pants

i didn't model a belt or anything like that cause i can't imagine any scene in this where you'd see it. unless we're doing an adult only version and nobody bothered to tell me....:curious:

maronson
09-15-2005, 04:52 AM
Welcome to the Project, Dave!

dark_jedi_1929 (http://forums.cgsociety.org/member.php?u=123996): Is this any good? http://www.atomic-3d.com/RK_Teeth.zip (http://www.atomic-3d.com/RK_Teeth.zip)

Scudz Almighty (http://forums.cgsociety.org/member.php?u=77033): 1) Search for "military ribbons" on google images for other ideas about military decorations. 2) Col. Pickering is very close to Eliza and he is nervous for her. The Col. has paid for everything, the limo, the diamonds (rented), the expensive clothes, etc. I'm afraid that the pogo stick walk might subtract from the story. It pulls attention away from Eliza and unto the Col. I think an animator can make the "aware" people in the audience smile by having the Col. walk on his spindly legs. But I don't want them to laugh. We want them to feel apprehensive for Eliza. 3) Your model is great.

Rockmanex (http://forums.cgsociety.org/member.php?u=178622): Instead of tieing around her neck, make it go around her shoulders as in the photo of the manikin on page 22 of the modeler's guide.

mosquito718 (http://forums.cgsociety.org/member.php?u=149276): I like the wrinkled forehead. The head is coming along nicely. Paint effects is fine for you. But I don't think dark_jedi will want to do that.

EVERYONE:
"didn't model a belt or anything like that cause i can't imagine any scene in this where you'd see it. unless we're doing an adult only version and nobody bothered to tell me...." Actually I can think of a possible problem. For extra credit make it possible for your model to take a bow at the curtain call.

Rockmanex
09-15-2005, 10:48 AM
Mike, Updated the mesh with no gloves..dress lengthened as well...I'm going to add body to the dress and tighten up the sash a bit, throw in a simple scarf (more detailed would be better cloth simmed) and call it a day on the mesh and hand it over to you...I also have added her mouth cavity, and ears as the meshes prior to this last update had no ears, now she does.

So take a look at this and let me know what you think b/c next update will be the final mesh I believe (have to move on to other things...though I've beat my week deadline for you overall)...

darkjedi1929
09-15-2005, 06:44 PM
Hi Mike.....the file is in a .scn format. What program do I open it with? Anyway, I will proceed with modelling the teeth.....how hard can it be? Something I see every morning ;) LOL

Rockmanex
09-16-2005, 09:31 AM
Mike..updated the post with the final model...see what you think and let me know what you want via formats, etc for the file.

Click here for image (http://img382.imageshack.us/my.php?image=clothes2by1ug.jpg)

Thanks.

maronson
09-16-2005, 04:24 PM
I just want to be sure of one thing. Is the scarf permanently attached to the lower arms? If we had lots of time, the animator would be able to have the character slide the scarf around, move it to her shoulders, etc. We probably won't have time, but if we were able to move the scarf it won't be so distracting to the audience when Liza moves. They will expect the scarf to fall off. Maybe it's better to have a fixed scarf drape over her shoulders?

Email the files to me. I will post them on the web site for riggers and animators to download. I will also have backups locally. Send me the .mb, any auxillary files needed and export to a OBJ file. Also include a CoventGardenEliza.txt file stating the software used, version number and any messages you want to give to the people who follow you. They will add comments in that file also when they pass the model through the pipeline.

Just because you finished before I assigned all the models ( Only 3 left now, the English Student, the Scotsman, and the fancy couple) doesn't mean you can drop your subscription to this thread! Please continue to come back here to watch what we are doing. We all appreciate your c&c's and it helps us keep the quality level high.

Rockmanex
09-16-2005, 09:42 PM
I kept the scarf as a seperate geometry, that way it could be animated as such if needed.

I'll be checking the thread out for sure, still have to help Amy and others. =)

jayreef
09-16-2005, 11:06 PM
great to see this project moving so well

Rockmanex :applause: wonderful work

Rockmanex
09-17-2005, 06:58 AM
Thanks jayreef. I'm curious to see what will become of her.

AmyScott-Murray
09-17-2005, 10:21 PM
Hi everyone

I've done a bit of work on her dress.

http://www.grannys-attic.co.uk/images/amy's/liza/render2.jpg

and here is a close up.

http://www.grannys-attic.co.uk/images/amy's/liza/render3.jpg

The folds around the bodice part are a bump map, will this be ok if I work it up a bit?

Next going to work more on her head, also eyelashes and hair.

C&C very welcome :)

Amy

maronson
09-18-2005, 07:22 AM
Amy_517: The bodice folds look good. What should we do to get the translucent look in the hips to shoulder piece? The actual dress will have two pieces of cloth, a red sheer overlay in front of white material.

Rockmanex: I have a private communication from a rigger for Covent Garden Liza but I don't have an answer yet about texturing. I should know soon. Your model is posted on the web site.

Jayreef: Thanks for your good wishes. Right now the project has 30 people who have contributed art or are planning to submit art. I would expect we will need 20-25 more people before we are done.

Everyone: There are a few people who checked in early but we haven't heard from them since. I might take a roll call next week to be sure everyone who signed on is still with us. Even posting a small beginning WIP is a great motivator to continue working on your model.

AmyScott-Murray
09-18-2005, 03:57 PM
Thanks Mike
I'll sort out the translucency and materials generally once I'm finished with the modelling if that's ok... the bump map was just to test if this approach would work ok for that part, it wasn't meant to be at all finished.

If you're happy with the shape of the dress I'll get to work on her hair and face details. She still needs the tiara thing too.

I also have a couple of questions for the person who will be doing the rigging too.. any plans yet for who will be doing it?

Thanks

Amy

maronson
09-18-2005, 07:12 PM
Yes, the folds give the right amount of detail for this model. The tiara is made out of feathers.

We have good news and we have medium news. (News for this Project is never bad.) The good news is we have been really successful in attracting modelers. The English Student was claimed today so we only have two models left unassigned. The medium news is, so far we have only attracted one rigger and he seems to be shy since he hasn't posted yet. If you look back at our history, my first post was August 8. Our progress is awesome! I have every reason to be optimistic that the next batch of pipeline workers will show up if we are patient. The next rigger to show up will be able to chose among Eliza, Col. Pickering and The English Teacher. So even though we start off slowly, having a lot of quality choices means eventually a crowd shows up.

Good work everyone! Keep posting your WIP's.

AgentPrometheus
09-18-2005, 08:07 PM
Great looking models everyone! This projects comin' along quite nicely. Well, I'll post the WIP of the taximeter (which seems unworthy after looking at these awesome models.) So far, just the parts in the pic are approximately 1900 polies. Here is a render:
http://img68.imageshack.us/img68/3857/taximeterrender1io.jpg

While it may look alright on the outside, the problems with a shape like this come with the wire. I've manage to keep evrything in quads, but the mesh still looks very odd, partly because the only way I could think of digging out square holes on a surface was a boolean:

http://img68.imageshack.us/img68/3999/taximeterwire1ey.jpg

There are only a few simple additions to be made to the model at this stage, so I'll need to be seeing the taxi WIPs soon that I can get an idea of how this should be textured.

Keep up the good work everyone!

jayreef
09-18-2005, 08:41 PM
well if you want some rigging doing in Maya, let me know, i will put some time aside for it :)

let me know :thumbsup:

facial rigging will be a new curve for me, but i need to learn it anyway, so the offer is there

MJO120881
09-18-2005, 09:56 PM
Hey everyone,
My name is Matt and I will be texturing and rigging the Liza character (possible animation too?) The model looks awesome and I can't wait to get her moving. As soon as I have progress I'll post the WIP thread. All the work here is looking really good!

Kenio3D
09-19-2005, 12:55 AM
Hi everyone,

I am Rosenio, I will model the Scotsman and soon I will post the beginning of the work here.
Congratulations to everyone that are in the project. Rockmanex great work man.:thumbsup:

Sorry for my bad english.

SilviaAriaans
09-19-2005, 09:58 AM
Hi everyone!!

My name is Sil Ariaans and I'm from Holland. I will start modeling The English Student...
So nice to see a lot of progress already!! I read a lot about this project, not everything yet... but I immediately recognized "my" teacher! : )
I use 3ds max 7.

Pygmalion Animation Project (http://forums.cgsociety.org/showthread.php?t=265684)
Red Fantasy, Sil Ariaans (3D) (http://forums.cgsociety.org/showthread.php?t=278075)

maronson
09-19-2005, 03:49 PM
Welcome to the Project Sil, Rosenio and Matt!

AgentPrometheus: Am I looking at something backwards? The cylinder for Pounds is the single opening and it would be on the left as viewed by the passenger. They are followed by two cylinders for Schillings and two for Pence. Are you planning to mirror this about a vertical line?

Amy_517 this is Jayreef, Jayreef please meet Amy_517. Perhaps Jayreef would like to answer your questions Amy. Actually Ballgown Eliza doesn't have any lines. If Jayreef wants to learn facial rigging , look at what mosquito718 is modeling.

Everyone: Only one model left to assign, the fancy couple. As we all know, there are no minor characters in cg productions. Each one has something to add to the scene. I hope a modeler is out there ready to take on this special challenge.

AstroSanchezz
09-19-2005, 05:21 PM
alrighty here's cellphone boy :D
dont have too much of a WIP on the modeling.. did most of this in the morning
i just need to tweak stuff around change some proportions
and make the hair, hair on there now is just place holder
work on pants.. and shoes are stand in too

http://sterafilms.com/cellphoneboy1.jpg

jayreef
09-19-2005, 05:46 PM
ok, been ploughing through 3dbuzz.coms facial blend morph vtm's, so i am happy to go with whatever

Amy ask away :thumbsup:

astro-sanchez, great job btw :thumbsup:

AmyScott-Murray
09-19-2005, 07:11 PM
Hi Jayreef
Here's what I can think of for now...
The model is in lots of different parts.. should I group them, combine polys, or leave them as is?
Should I smooth it to the amount I think it needs, or do you do that?
As you're using Maya, can I get a copy of the model after rigging? (want to see how it's done properly :) )
Will it be easier to rig if I use trans/bump maps for the beaded fringe on the dress, instead of modelling it?
I'll let you know if I think of any more.
Thanks
Amy :)

MJO120881
09-19-2005, 07:25 PM
Got my first test of texturing done on Liza's head. Check it out over in the WIP thread...still more to come...

M

jayreef
09-19-2005, 08:45 PM
hi Amy_517, i have pm'd you :)

mosquito718
09-19-2005, 08:47 PM
Hey everyone

Here's GBS so far. I'm currently working on the suit now so I'll post something up in a couple of days. Thanks.

http://i12.photobucket.com/albums/a227/mamartinez1/GBS_9.jpg

I'm not sure if his hair is too white. Everyone's doing a great job.

maronson
09-20-2005, 07:08 AM
astro-sanchez:Alrighty plus! I think I would recognize that character on the street. I like his attitude. I anxiously await your spiked hair version.

MJO120881: I like the blush treatment. She is looking more like she spends a lot of time outdoors.

mosquito718: In 1913 Shaw would have been 57 so I think a more salt and pepper beard and facial hair would be appropriate. Here is a contemporary photo. The Santa Claus beard makes him too kindly looking. Remember, this is the guy that orders the audience to turn off their cell phones. Pure white is too nice. Give him some implied muscle. The shape of the beard is fine.

Jayreef: Thanks for joining in!

Anyone: If you are a lurking rigger or just reading our mail send me a pm or email and tell me which model you would like to work with.

Kenio3D
09-20-2005, 09:44 AM
Hi,

This is a vision of the Scotsman's Volume Modeling that I got today. I believe that it is the most important part to have a general vision of the character. Believe, now it doesn't seem, but he will be a Scotsman :) ... hehehe... I won't post W.I.P frequently due to the period to delivery of the work, but as soon as is possible I make that.

http://img.photobucket.com/albums/v242/Rosenio/VolumeModeling1.jpg

Don't worry Mike, we will finish in time. :thumbsup:

MJO120881
09-20-2005, 11:29 AM
mosquito718, I like the skin texture on your model, he looks aged. What are you using for the hair treatment?

astro-sanchez, Cell phone boy looks pretty cool, a cellular renegade?

So I did some texturing of Liza's apron and did some tests on the hat. I like the way the apron turned out, but I'm not sure on the hat. Getting a straw look is pretty difficult, any suggestions? Check the thread...good work to all.

M

Rockmanex
09-20-2005, 11:39 AM
Thanks for the positive comment on Liza all around.

Amy: You and I will talk about your Eliza on MSN...

astro-sanchez (http://member.php?u=42680): It looks really good but the lower jaw is very squarish and flattened...you may want to add curvature.

MJO120881: Good job so far on your texturing of her...read my comments about the cloth in the thread..also commented on the face of her with her "wide set eyes." I had done that intentionally to add more of a character to the model (my choice at modeling time) as well as made the eyes a bit bigger as well...if you guys feel that this is unsuitable to the mesh I can reopen it up and fix the eyes, Mike you would have to give me the call on that...I'll do any scale things you may need overall still but I would need to know sooner rather than later.

Kenio3D: Its taking shape but be careful of that center line when modeling..if you don't parallel it early on you may deal with creasing on the mesh in the modeling phase down the direct center.

I'll stay tuned here as promised and you guys can toss me a line at RockmanExee@hotmail.com for my MSN account if you have any questions or need to show me a wire or something. Just don't email that account b/c I don't use it for mail.

(I normally view the thread every other day so if you need to know something in a rush it'd be better to IM me)

mosquito718
09-20-2005, 04:39 PM
MJO120881, thanks for your comment about the texture. I'm using paint effects on the hair. So they're basically curves. When you animate the head, the paint effects curves also follow along. I'm going to set up a layer so that way you can hide the hair while animating because it will bog down your computer if you don't hide them. I like your texturing too. She looks more alive with the pink color.

Hi Mike, I thought the hair might be a little too white too. I'll do the salt and pepper thing. I'll also add a few more wrinkles on the lower part of his face. I'm working on the suit so I'll post something in a coulple of days.

thanks.

mirabeau
09-20-2005, 08:38 PM
sorry for delay, here's little update of exterior 1, hope i'll finish with geometry til the end of this week and start texturing

http://img95.imageshack.us/my.php?image=worleyvision26do.jpg

MJO120881
09-21-2005, 01:57 AM
mirabeau, nice looking model, very good hard surface look.

I posted an update on Liza's apron in my thread. Added some more color and now some dirt and grime.

maronson
09-21-2005, 06:25 AM
Rockmanex and MJO120881 The eyes stay where they are. Everyone who looks at Liza's head loves her. She has been audience tested. I can't wait until she starts acting.

Kenio3D: Don't be afraid to post WIP. We have time to look at it. We like to see how you work. Sometimes people see something that can save you lots of time later. It's worth while to post.

Mirabeau: I'm sure some people were wondering how to get into your residence. I'm glad to see the front door added now. I think your posts are very timely and not delayed at all. You are right on schedule.

Everyone: How many times have you been in a modeling project, found yourself behind schedule and said to yourself, "Wow, if only I had another three and one half weeks I could really get this job done!" Well, you're modeling in this Project and you've got three and one half more weeks!

Rockmanex
09-21-2005, 09:15 AM
Yeah....I love her head too..thats why I made the decisions I did when I deviated a tad from the original sketch. =)

Hey Mike would be okay for me to get the rigged and textured model to use for reel purposes upon completion?

SilviaAriaans
09-21-2005, 10:04 AM
sorry for delay, here's little update of exterior 1, hope i'll finish with geometry til the end of this week and start texturing

http://img95.imageshack.us/my.php?image=worleyvision26do.jpg

Love the house and the style Mirabeau!!



Sil Ariaans
English Student for Pygmalion Animation Project (http://forums.cgsociety.org/showthread.php?t=279126)

SilviaAriaans
09-21-2005, 10:08 AM
Yeah....I love her head too..thats why I made the decisions I did when I deviated a tad from the original sketch. =)

Hey Mike would be okay for me to get the rigged and textured model to use for reel purposes upon completion?

She's a beauty Rockmanex!

I'd like to get my final model rigged too... if possible... and are we free to make renders with it after March or so??

Sil Ariaans
English Student for Pygmalion Animation Project (http://forums.cgsociety.org/showthread.php?t=279126)

mirabeau
09-21-2005, 11:42 AM
2 everybody - thanks for comments, i'll add some details to the house and street, and show the new picture in a day or two :)

jayreef
09-21-2005, 07:03 PM
just to check, can we get an update, its moving fast and furious here

whose modelling who?

whose rigging who? (Amy's model will be complete in about a week)

whose the animation team?,

questions for them:-

are they still animating in Maya, or something like Motionbuilder?
(this matters for naming conventions, and extra roll bones)

whose the texturing team?, or whose texturing?

thats my first few questions :)

mosquito718
09-21-2005, 09:37 PM
Hi Everyone,

Here's GBS with his suit and hands. I still have to model the vest, the shirt and pants. Mike- just wanted to show you the texture of the tweed suit I thought I might use- is this okay? Also I noticed that the suit doesn't have buttons- is that correct? I also fixed the hair color.
I'll post another update again in a couple of days. I'm also working on a pair of boots (for another project)that I posted in the WIP 3D Section, maybe I can just cut the top part and square off the toes for GBS' boots because you probably won't see them much anyway.
Here's the thread: http://forums.cgsociety.org/showthread.php?p=2667393#post2667393 Would that be okay Mike?

http://i12.photobucket.com/albums/a227/mamartinez1/tweed2.jpg

http://i12.photobucket.com/albums/a227/mamartinez1/gbs_9.jpg

darkjedi1929
09-22-2005, 04:41 AM
nice work mosquito. Love the boots.

Hey everybody, yeah I know long time no post but, right now I am totally caught upin work. Got deadlines and crap at office, and gotta finish the English teacher by Sunday at home. All in all, busy times for me. Anyway, just posting to let you guys know that I am still working, doing the hands now. Once they are done, I doubt if I will take much time for the body. Anyway, keep up the good work people. Will post a wip of the hand by tomorrow.

MJO120881
09-22-2005, 05:51 AM
Got another update on Liza's head texture. I added more to the color and put in some dirt and grime layers as well as a slight bump map

M

Kenio3D
09-22-2005, 06:42 AM
HI everybody,

Thank you Rockmanex and Mike for the support :thumbsup:

One more little bit of my work. I'll still make some adjustment in the beard and in the hair.

One question, should I break the symmetry or I should maintain her?
Please crits, I need your opinion for to know what I'm doing.

http://img.photobucket.com/albums/v242/Rosenio/Barbaruiva.jpg

http://img.photobucket.com/albums/v242/Rosenio/cabelosbarba.jpg


Just for fun...:twisted:

http://img.photobucket.com/albums/v242/Rosenio/Fun.jpg

In the next post I put wires, I don't haved time for this...See you later. :thumbsup:

chenga
09-22-2005, 07:14 AM
Hi everyone, this project is rock! I love the stuff that posted here. And, I can't wait to join you guys at once. I am working on the cellphone girl currently.


Below is my wip of it. I just finish the basic pass of the modeling stage, for blocking her out. Everything is still quite rough. And, I have to model it out in other way round against the concept art at the moment. However, I am try to get her close to the concept design when I begin to workout the details.

http://img.photobucket.com/albums/v136/chenga/cgtalkWip/Pygmalion/cpGirl_byChenga_wip01.jpg


p/s: I model her in Maya 6.0. and my pc is nearly 3 years old, so can't cope with some high details model. Thus, i need to keep the poly count as low as possible.
Frankly speaking, I am quite busy at work; I work from 10am to 11pm each day, nearly 7 days a week. So I m quite worry that I couldn't help out to finish her up. If there is still someone who interested to model her, I am ok to pull myself off this project. In the mean while, I m trying to beat the dateline.

Thanks. And sorry for didn't get updated coz i dun hav access to the net at home and studio.

Rockmanex
09-22-2005, 07:23 AM
kenio3d: Its looking much better!!! Though I think the face seems a bit off in the 3/4 view...as if the jaw was too far forwards...I'd pull it back just a little bit..less overbite I guess...then again who knows.

chenga: love the proportions..understand your time crunch...same reason why I didn't go and texture my Eliza model...time.

maronson
09-22-2005, 08:06 AM
We are getting deep into the thread. This might be a good time to see where we are and where we are going. (Thanks, Jayreef)

We have all models but one assigned. I'm talking to someone about taking the last assignment via pm and we may know about that soon.

Modelers who like to texture should consider that work is part of modeling. Same thing for rigging. Modelers who don't want to do one or both have already told me and I am looking for volunteers to finish their models.

We will need 13 animators. Four for the Preface, 5 for Covent Garden/Angel Court, 3 for the Ambassador's Ball, and one for the Night Taxi scene. I want to have all animators assigned by Nov 8th with a finish animation deadline of Dec 20, 2005. As soon as a model is ready, it will pass to an animator and they can begin immediately, they don't have to wait until Nov 8th to start. So far MJO120881 is our only assigned animator. He will start working on Covent Garden Liza's close ups. What an animator gets to work on depends on what models are finished first. That means textured and rigged. Matt is doing the texturing, rigging and close up lip synch for CGL. What happens next in that scene depends on which model is submitted next, the taxi or Freddy.

We can always use stand-ins to make a scene even if we don't have all models ready. (or possibly just a cylinder piece of geometry if the model isn't ready). As animation on the other character progresses, an animator could take that scene file and reference it back into their scene for more touch up. This allows the animator to bring in the work that someone else has done into their scene and keep the animation flowing. It might be that the animators need to be working in the same version of Maya in order to scene reference, I'm not sure. Can anyone give me an answer to that?

I don't have a copy of Motion Builder so it is likely that we will be animating in the same software that we model in. If an animator shows up here and wants to help but only has 3ds max, I will not turn them down. We will work something out.

Rockmanex and roodroosje: Of course you can include PCGP models in your reels. Always state what you did for the work, and don't sell anything before March 21, 2006.

mosquito718: The tweed texture is fine. Add two buttons to the coat. Don't spend more than ten minutes making shoes, they are not likely to be seen.

dark_jedi_1929: I never thought you were not working!

MJO120881: How do I say this nicely? You went too far in ruddy color. Englishmen are not ruddy. Australians are ruddy. Jayreef and Amy, isn't that right? :)

Kenio3D: You are always a grand surprise! This character has a lot of dangerous charm already! I will not want to stand up to him in a pub.

jayreef
09-22-2005, 08:46 AM
Hi Mike

for ease and characters working with each other ect.. its best if everyone is on the same version of an app i.e. maya

however, as long as all the models are rigged and working in the final render app i.e.Maya, the files could be passed round as an fbx export from maya, animated in various apps (fitted with fbx import/export plug-ins), then once the animation was plotted to the skeleton and exported out to fbx, it would apply fine to a model in Maya once imported back in.

this does however lead to another question :D , sorry,

but with different animators doing scenes and stuff, do we have someone doing the storyboards?

:)

ok whats "Ruddy"?, i am sure we are not this, but what is it :hmm:

MJO120881
09-22-2005, 12:19 PM
Yes, Mike, do explain the ruddy color.

New post on Liza's hair textures. Not quite sure if this is what you're looking for, Mike, but I had never textured hair before so I experimented a bit.

jayreef
09-22-2005, 01:04 PM
aahh ha!

ruddy
adj 1: inclined to a healthy reddish color often associated with outdoor life; "a ruddy complexion"; "Santa's rubicund cheeks"; "a fresh and sanguine complexion" [syn: rubicund, sanguine] 2: having any of numerous bright or strong colors reminiscent of the color of blood or cherries or tomatoes or rubies [syn: red, reddish, blood-red, carmine, cerise, cherry, cherry-red, crimson, ruby, ruby-red, scarlet]

yeah, english people are pale, with red cheeks when its cold, or red noses when rolling out of the pub

lol...... :)

ScudzAlmighty
09-22-2005, 06:34 PM
hi everybody
been a little while since my last update, everybody's work is looking great:thumbsup:
Kenio3D, that last expression there is awesome!

i've been working on Col. Pickering's head recently so i thought i'd post a W.I.P:
http://i20.photobucket.com/albums/b236/mrsunfish/Pickering_07.jpg

haven't started on the hair yet but i think it's coming along, any comments, crit?

mosquito718
09-22-2005, 09:58 PM
Hi Scudz

The face is definitely comeing along. He has a lot of character.

maronson
09-23-2005, 06:36 AM
Chenga: If you can finish the model, we will find somebody to texture and rig it.

Scudz: You have the base understanding of the Col.'s face. It is his side whiskers that give him his broad lower face. I really like how each character looks different. If you look around at a bunch of real people they all look different. This is really good characterization for a play.

Jayreef: I do have a shot list:
http://home.comcast.net/~mike.aronson/Manuals/Shot_List.pdf
and I do have shot storyboards.
http://home.comcast.net/~mike.aronson/wsb/html/1141807/view.cgi-.html

But I don't have 100 frames of storyboard for each minute.

I need to make some revisions to the shot list to squeeze out some bloat and to increase the number of frames in each shot storyboard.

jayreef
09-23-2005, 08:39 AM
i think those storyboards are great maronson :thumbsup:

well organised :)

mosquito718
09-23-2005, 04:05 PM
Hi Everyone

Almost done with the model-some tweaking and smoothing out- only the buttons left to model! Please let me know if there's anything wrong proportion wise, etc. I have to fix the textures and layout UV's on the body because the tweed texture looks a twisted in some parts upclose. Also, just wondering if the same tweed texture will be used for the jacket, vest and pants.
http://i12.photobucket.com/albums/a227/mamartinez1/gbsSide_9.jpghttp://i12.photobucket.com/albums/a227/mamartinez1/gbsFull9.jpg

maronson
09-23-2005, 08:46 PM
mosquito718: Now that I see the tie with the jacket, bright red is the wrong color. I guess red and brown don't go together after all. The brightness is like a magnet to your eye and I would rather have the audience look at his face. Make the tie dark brown or you can make an alternate suggestion. Use the same texture for the vest and pants. Your modeling is going really well.

mirabeau
09-23-2005, 08:52 PM
Hi, everybody!
Mike, i want to ask you about textures and colours for "my" residence, i attached two samples, one for roof, and another for basement. i will use bricks for walls, and i want to know something about colour of thats bricks, for roof and basement too.
i want to make asphault texture for road, but i don't know anything 'bout material for sidewalks. also, if somebody prompt to me - what objects must be in the camera view?
may be there gotta be some flower pots or other things like that?
i wanna know all about it

Adalast
09-24-2005, 01:12 AM
Hello all,

I am the prop modeler working on the cell phones. i have one of them nearly finished, just need some final textureing work and some finalization, so if you like, post your comments on how it looks right now.

http://www.geocities.com/adalastdof/Cell_phone_test_render.jpg

I have a couple of other renderings that i'm working on, if you could help with some ideas for the final texturing, i would like a couple of ideas. i'm going to make the letters glow when i put them on, and i'm putting on a SSS shader and lighting it from the back for the actual buttons, that way it can be light up if needed.

jayreef
09-24-2005, 01:29 AM
looks great :thumbsup:

mosquito718
09-24-2005, 02:07 AM
I couldn't help it. I had to follow Kenio's example! I'm just testing the face. :) Mirabeau- if you want, I can email you a sidewalk texture and I think I have an asphalt texture. Maybe you can start with those to get some ideas or use them. I'll think about the cell phone texture and if I have any ideas I'll let you know adalast.
http://i12.photobucket.com/albums/a227/mamartinez1/faceTest.jpg

Rockmanex
09-24-2005, 03:52 AM
mosquito718: if that hair is shave and a haircut? If it is,you better convert it out to polygons b/c unless the renderer and animator have copies of shave it will not work at all in the final piece.

If its maya hair then you're A-OK (assuming they have at least maya 6.5)

mosquito718
09-24-2005, 04:11 AM
Hi Rockmanex

No it's Paint Effects (not fur or Shave). I'm using Maya 6 Complete. I think it should be okay. If there's a problem with that, I can convert the paint effects fo polygons. I checked with Mike and he said it was okay. I'm going to be rigging GBS too. I'm not sure who's getting the model next. If it's going to a 3D Max person I'll convert it to Polygons. I'll be checking the forum twice a day. It shouldn't be a problem if I have to convert them.

Kenio3D
09-24-2005, 06:51 AM
Ô beleza!!! (it's wonderfull...hehehe....)

Rockmanex:Thank you for the tips and that good that it liked the model :thumbsup:

Mike:Thanks, I am making the best than I can, because I love that!!! :love:

Mosquito718: Hey man, congratulations, was very funny the expression of the old man... hehehe...:)

Congratulations the all other members that are participating, the works being very good.:bounce:

These are the adjustments that I did in the hair, brow and beard.... I think it is already good like this... today I will finish the shirt and the torso...

http://img.photobucket.com/albums/v242/Rosenio/cabelosbarbaesobrancelha.jpg

mirabeau
09-24-2005, 08:51 AM
2:mosquito718 if you can email sidewalk texture - thats will great, i have an asphault and some sidewalks,but may be yours is better

Rockmanex
09-24-2005, 01:02 PM
Kenio3d: Jaw looks MUCH MUCH better!! It actually oozes personality now. :)

bonestructure
09-24-2005, 01:41 PM
This is my hallway so far, if the file attached. Victorian hallway, with a typical door to the garden. I have several Victorian wallpapers if anyone needs any.

bonestructure
09-24-2005, 01:50 PM
didn't attach the first time.

By the way, I've been working on a texture CD for a long while now, so I have a lot of custom textures if anyone needs any.

mirabeau
09-24-2005, 03:30 PM
2 bonestructure: looks good, if you send me any sidewalk texture it will be helpful
here's the roof preview? whithout colour channel

maronson
09-24-2005, 04:52 PM
Zane is having trouble getting his post up but he did send me a first cut model in e-mail and I had Matt make a single frame for us to look at. I think it is cute! Zane will continue to try to get a wire on the thread for us to look at.
http://home.comcast.net/~mike.aronson/wip/Taxi_Cab_Front.jpg

maronson
09-24-2005, 05:23 PM
mirabeau: All parts of the residence will be seen. We start with a long shot to establish the house. We zoom in to the sidewalk and see the fancy couple walk into the front door. We pan left and see the limousine arrive on the street.

Your textures are good. I might be wrong but I don't think the residence would have a front lawn (grass). It would have been a waste of water and the soot in the air in 1913 would not be good for it either. Maybe loose gravel in front of the house or maybe just make the sidewalk larger there. Maybe a few small shrubs (bushes) along the walk to the front door.

Adalast: Welcome to the Project. Your extra details on the cell phone are needed since they both have close-ups. The modern color is good too. It is not a boring old person's color.

mosquito718: Thanks for the help with textures. I showed my wife your last WIP then a few minutes later I asked her what color was GBS's tie? She couldn't remember. GOOD WORK!

rockmanex: George B Shaw is headed into the Maya pipeline.

Kenio3D: Looks good. This guy will be fun to animate.

bone structure: What a fancy setting! It's just the right contrast with Liza's drab background. Under any other circumstances she would be a "fish out of water" but with her six months training she will be able to survive in your environment.

mosquito718
09-24-2005, 06:28 PM
Hi Mirabeau- I can email you the sidewalk texture but I can't email it to you through here because it doesn't allow attachments and I'm not sure what your email adress is. You can send me an email or private message to let me know where you want me to email it to you by clicking on my name at the left. I also found a free texture link here: http://www.mayang.com/textures/ So that should be a start for everyone.
Bonestructure, Kenio - Your stuff looks great. I also like the car too. It looks really cute.

I"m I'll still working on textures, etc. My schedule for starting the rigging would be around October 1st which will give me about two weeks for rigging and a week left for modelling and texturing. I won't start rigging until I get approval from you.

AmyScott-Murray
09-24-2005, 07:03 PM
Hi everyone, here's an update on my progress with Liza.

Thanks Rockmanex for his help with her :)

http://www.grannys-attic.co.uk/images/amy's/liza/render10.jpg

http://www.grannys-attic.co.uk/images/amy's/liza/render9.jpg

I still obviously need to texture the beaded fringe on the dress, and do some more to her hair.

Just a thought.. I'm not sure where I could check up on this.. but asphalt might be quite a modern treatment for roads. Cobbles might make it look more in the right time period.. I'll try to find out about this for you, not sure where to start looking though.

Really great work on the buildings, bonestructure and mirabeau :thumbsup: :thumbsup:

Is the interior hallway the scene that my Liza will be in?

About the outside of the residence, it is supposed to be a posh London townhouse? If so, I think that the lawn would indeed be too much, but it's quite likely there would be plants in pots or windowboxes or something. Probably also plenty of cast-iron railings either around the whole building or at least the sunken areas in front of the basement windows.

HTH

Amy

jayreef
09-24-2005, 07:24 PM
looking great Amy :thumbsup:

will you be able to manipulate het pose to a T stance for rigging at all? :)

AmyScott-Murray
09-24-2005, 07:28 PM
I'll do my best to raise her arms as far as I can - T pose _should_ be ok.

bonestructure
09-24-2005, 09:31 PM
This is Victorian London, right? Well, even today most houses in London don't have any kind of front yard or lawn. It's house, sidewalk and street. They would have a back garden. The streets would be brick or cobblestone. Asphalt was invented for use on roads about 1871 but not in wide use until the 1900s. And the first part of the UK to start using asphalt was actually Scotland.

Amy, this is set 1a, a hallway they walk through on the way to the ballroom.

greendog
09-24-2005, 09:44 PM
OK I know he doesn't look completly great so far but I just figured I'd post a quick screenshot after working on the englishmans head for a couple of hours. C&C Please!
http://www.billmangan.com/storage/pyg/englishman01.jpg

bonestructure
09-24-2005, 09:53 PM
The head shape is good, but the nose and eyes are way too high. Remember the eyes are located pretty much a tad above the middle of the head. This man has no room for a brain in his head. I do like the long shape of the head though.

mirabeau
09-24-2005, 10:03 PM
ok, i'll change road treatment to cobbles, i'd think about it too. and it's great idea about windowboxes i really like it, but here's a problem- i don't have any model of flowers or shrubs, and while i'll be modelling it i can die :) , i'll try to find something free in the internet
and one more thing - i make the gravel in the spaces between sidewalks and residence, thanks, Mike

maronson
09-24-2005, 10:17 PM
I'll just put in a quick comment. I think greendog is following the concept art very well and bonestructure's comment This man has no room for a brain in his head. is also spot on! Neither of the men in this scene are intellectuals.

AmyScott-Murray
09-24-2005, 10:43 PM
Mike, just wondering if you have any better pictures of the neclace for the ball outfit, or a photo of the real one?

I'm just putting in a really simple one for now cos I can't quite make it out from the sketch.

Amy

maronson
09-24-2005, 11:48 PM
Can you simplify this?

mosquito718
09-25-2005, 12:34 AM
Hi Amy just wanted to let you know the dress looks beautiful. I can't wait to see her finished.

AmyScott-Murray
09-25-2005, 12:39 AM
Mosquito718 - thank you :)

Mike - thanks for the pic, i can work from that now.

jayreef
09-25-2005, 12:44 AM
i have to add, i think everyone is doing great work here, wonderfully charged, and full on :)

Rockmanex
09-25-2005, 01:48 AM
Kenio3d: You may want to check where the mastoid mucles touch the clavicle...it seems a bit warped in shape...possibly b/c you have the vertices joined to a harsh point there.

MJO120881
09-25-2005, 08:30 AM
Hey guys,
Just wanted to stop by and say hey and congratulate everyone on the really nice work. This production is going to look awesome. Keep it up! I'm working on Liza's skirt right now, which has been a long process, but hopefully soon I will have some texture results to show. Well done everyone!

M

mirabeau
09-25-2005, 05:29 PM
hi, here's little update with sidewalk textured, thanks to mosquito718 for texture sample

http://img288.imageshack.us/my.php?image=preview012sm.jpg

i think the road can have the same texture, just another color and size..

SilviaAriaans
09-25-2005, 09:27 PM
I couldn't help it. I had to follow Kenio's example! I'm just testing the face. :) Mirabeau- if you want, I can email you a sidewalk texture and I think I have an asphalt texture. Maybe you can start with those to get some ideas or use them. I'll think about the cell phone texture and if I have any ideas I'll let you know adalast.


He really has character mosquito718! Was so nice to follow the progress : ).

Pygmalion Animation Project (http://forums.cgsociety.org/showthread.php?t=265684)
Red Fantasy, Sil Ariaans (3D) (http://forums.cgsociety.org/showthread.php?t=278075)

SilviaAriaans
09-25-2005, 09:35 PM
hi, here's little update with sidewalk textured, thanks to mosquito718 for texture sample

http://img288.imageshack.us/my.php?image=preview012sm.jpg

i think the road can have the same texture, just another color and size..

I love that house!! I want to live there ; )! You're doing great mirabeau!

Sil Ariaans
Pygmalion Animation Project (http://forums.cgsociety.org/showthread.php?t=265684)
Red Fantasy, Sil Ariaans (3D) (http://forums.cgsociety.org/showthread.php?t=278075)

SilviaAriaans
09-25-2005, 09:45 PM
I posted updates from the WIP of the English Student... Tried to get an overall view and refined some parts of the clothes, not the shoes and hair yet. Hope I'm doing the right things...
Comments are allways welcome :)

Sil Ariaans
Pygmalion Animation Project (http://forums.cgsociety.org/showthread.php?t=265684)
Red Fantasy, Sil Ariaans (3D) (http://forums.cgsociety.org/showthread.php?t=278075)

oops, pressed escape because I didn't past the link of the wip....
sorry for the extra post...

English Student for Pygmalion Animation Project (http://forums.cgsociety.org/showthread.php?t=279126)

SilviaAriaans
09-25-2005, 09:50 PM
I posted an update from the WIP of the English Student. I tried to get an all over view and refined some parts of the clothes, didn't work on the hair or shoes yet. I hope I'm doing the right things :) Comments allways very welcome!

Sil Ariaans

English Student for Pygmalion Animation Project (http://forums.cgsociety.org/showthread.php?t=279126)
Pygmalion Animation Project (http://forums.cgsociety.org/showthread.php?t=265684)
Red Fantasy, Sil Ariaans (3D) (http://forums.cgsociety.org/showthread.php?t=278075)

mosquito718
09-25-2005, 10:29 PM
Thanks roodroosje!
Mirabeau- the sidewalk is looking very good.
I like Greendog's head. The guy doesn't look very smart- which I guess is the whole point.
I'm still working on fixing the suit's uv's. I'll check in again in a couple of days.

roodroosje- just wanted you to know your model looks great too. Some Teeth!

darkjedi1929
09-26-2005, 02:47 AM
Hi chaps. Heres the English Teacher with his clothes. Let me know any C & Cs

bonestructure
09-26-2005, 03:00 AM
either his legs are really short or his crotch is really low lol. Looks good otherwise

greendog
09-26-2005, 03:41 AM
OK I did a little tweaking to the Englishman.... let me know what you think.

http://www.billmangan.com/storage/pyg/englishman02.jpghttp://www.billmangan.com/storage/pyg/englishman03.jpghttp://www.billmangan.com/storage/pyg/englishman04.jpg

maronson
09-26-2005, 04:49 AM
When you do smoothing make sure the point sticking out near the top of the nose gets straightened out. The concept art shows a straight line from the tip of the nose to the brow. Other than that, I'm on board!

Kenio3D
09-26-2005, 05:22 AM
Hi everyone,

Rockmanex: Thanks and excuses, in the next I'll post wires for you to take a look...

Mike: I hope the animators have fun... hehehe... :bounce:

Amy_517 and Greendog: Congratulations, you are making a great work.:thumbsup:


I am posting one more little bit of the work to maintain you informed. It still remains plenty adjustments in the shirt...crits please.

http://img.photobucket.com/albums/v242/Rosenio/Camisa.jpg


I see you later :twisted:

Adalast
09-26-2005, 09:00 PM
i've got the buttons finished. the buttons are made of a transparent material and are lit by a plane under them with a glow material on it. this will enable me to quickly change the color and intensity of the lighting. the screen is made with a plane with a mask to put the text on the screen.

here are the buttons turned on:
http://www.geocities.com/adalastdof/Phone_on.jpg

and here are the buttons turned off:
http://www.geocities.com/adalastdof/Phone_off.jpg

mosquito718
09-26-2005, 11:26 PM
Hi Adalast

Good job with the glow. You might want to make the letters and numbers a little smaller because some of them are a little too close to the edge of the buttons- or maybe it's the angle at which you rendered it. It looks like your almost done though!

mirabeau
09-27-2005, 01:00 AM
some news
http://img336.imageshack.us/my.php?image=preview026sw.jpg

maronson
09-27-2005, 04:17 AM
Milestone two status:

3 models in texturing
10 models in WIP
3 models assigned
1 model unassigned: fancy couple
2 backgrounds WIP
1 background assigned
2 backgrounds unassigned: Staircase, street scene
3 props unassigned basket, coins, beer

Texture painters needed for:
English Teacher (Maya 7)
Englishman (Maya)
Cell Phone Girl (Maya)
Scotsman (3D Max)

I've posted updated status and assignment sheets on the web site. I also numbered the frames in the storyboards so now I can tell animators which shots they are responsible for.

Everyone: This is not a closed project. We can use more people. Spread the news to others who may not know about the Pygmalion Project Thread.

adalast: Nice job. Is that your phone number?

mirabeau: Any luck in finding plant models?

kenio3D: Will the shirt button close?

rodroosje: I responded in your thread.

SilviaAriaans
09-27-2005, 08:17 AM
mirabeau: Any luck in finding plant models?


*** I allways kept the link of http://3dp2.0catch.com/plants1.html on my favorites for in case I would need plant-models

rodroosje: I responded in your thread.

*** Thank you Mike! I wrote and asked you questions there too...

Sil Ariaans

English Student for Pygmalion Animation Project (http://forums.cgsociety.org/showthread.php?t=279126)
Pygmalion Animation Project (http://forums.cgsociety.org/showthread.php?t=265684)
Red Fantasy, Sil Ariaans (3D) (http://forums.cgsociety.org/showthread.php?t=278075)

mirabeau
09-27-2005, 08:50 AM
thanks for link to the plants, i decide to use paint fx, but there are some interesting plants and may be i'll take something there :bounce:

SilviaAriaans
09-27-2005, 11:58 AM
I posted an update from the English Student...
Hope you like him so far : ) I changed a little and added a little...

Sil Ariaans

English Student for Pygmalion Animation Project (http://forums.cgsociety.org/showthread.php?t=279126)
Pygmalion Animation Project (http://forums.cgsociety.org/showthread.php?t=265684)
Red Fantasy, Sil Ariaans (3D) (http://forums.cgsociety.org/showthread.php?t=278075)

Adalast
09-27-2005, 04:55 PM
no, it's not my phone number. the area code is right, but the last 7 i just pulled out of somewhere unknown. i'll fix the numbers up tonight, and rerender the phone. i think i may need to work with some of the textures though, the phone body takes way too long to render. the rest of it works out well, but the body is very render intensive for some reason. just those renders took about half an hour each. i'm going to try to keep the phone look the same, but i'm going to try to prune down the depth on the texture to something a little faster to calculate.

AmyScott-Murray
09-27-2005, 10:34 PM
Hi everyone, here's the necklace as I modelled it :

http://www.grannys-attic.co.uk/images/amy's/liza/render13.jpg

(of course i can easily get rid of the earrings if necessary... it just seemed to suit her) and here is an update on the whole thing. Jayreef, will this pose be ok?

http://www.grannys-attic.co.uk/images/amy's/liza/render14.jpg

I'd really like to know what needs changing/doing in order to get it finished up asap, as school work etc is starting to pile up too :(

Thanks

Amy

Adalast
09-28-2005, 01:11 AM
these are the latest things on my phone. i fixed the numbers and reworked the button textures to be more like rubber buttons. i'm debating on unwrapping the body and painting on some flames or something to make it more like a specialty case. i will be starting on the flip phone in the next couple of days.

LOD tests:
http://www.geocities.com/adalastdof/Cell_phone_thumbs.jpg

Closeup:
http://www.geocities.com/adalastdof/Closeup_onoff.jpg

jayreef
09-28-2005, 07:52 AM
looks great to me Amy :applause:

SilviaAriaans
09-28-2005, 08:17 AM
Kenio3D: He looks great so far!!


Adalast: I'd love to sms on that phone!! Much clearer then my real-life phone!! : ) Well done!


amy_517: She's a real lady!! Nice shape of neckless!!

Sil Ariaans

English Student for Pygmalion Animation Project (http://forums.cgsociety.org/showthread.php?t=279126)
Pygmalion Animation Project (http://forums.cgsociety.org/showthread.php?t=265684)
Red Fantasy, Sil Ariaans (3D) (http://forums.cgsociety.org/showthread.php?t=278075)

bonestructure
09-28-2005, 01:01 PM
This is about as far as I can go on this one. I did some tweaking on the moldings and textures, added a few details and that's about it unless anyone has any serious criticisms. It's basically just a matte. I work in Max, and if I tried to send the scene file and textures to translate it would run about 70 megs, and since I'm on dialup, that's just a bit unmanageable lol. I know the rug looks dark, but victorian stuff was pretty dark, plus the dark rug makes the characters stand out more. Two simple lights, one ceiling light and moonlight through the doors.

MJO120881
09-28-2005, 03:08 PM
Got an update on Liza textures....finally got her skirt laid out...see what you think!

AmyScott-Murray
09-28-2005, 03:40 PM
Bonestructure... really nice work on the background :thumbsup: I just wonder if the pillars are supposed to be marble, if the texture should be a bit more irregular? atm it makes them look a little fake. Good overall though :)

bonestructure
09-28-2005, 03:53 PM
No, the pillars don't necessarily have to be marble. Victorian era was all about ornamentation, especially plant life on everything. This is rather conservative for victorian lol.

maronson
09-28-2005, 04:41 PM
bonestructure: I've never lived in a house with columns, either decorative or structural. My image of columns is Greek or Roman, round not rectangular. I'm willing to go with your concept especially if you tell me fake columns are usually rectangular. The decor in the story is meant to be overwhelming so we are certainly that. I like the paintings on the wall.

The serious matter is the original files. You could do the rendering for us and we could add it in compositing as the background layer but we lose some movement possibilities if we do that. Do you have a rar archive program? What does the file compress down to? Can you send me a cd via snail mail?

Amy_517: Looks like we are ready. Email the files to me. I will post them on the web site for riggers and animators to download. I will also have backups locally. Send me the .mb, any auxillary files needed and export to a OBJ file. Also include a BallGownEliza.txt file stating the software used, version number and any messages you want to give to the people who follow you. They will add comments in that file also when they pass the model through the pipeline.

jayreef: You are next in line. Amy and I would like you to rigg BallGownEliza.

jayreef
09-28-2005, 06:02 PM
sure, let me know when the files are ready for download, and i will get started :thumbsup:

mosquito718
09-28-2005, 07:57 PM
Hi everyone,

I am texturing the suit and am changing the texture a little bit. I'm trying to make it look "pilled" a little bit. I also added the buttons and a pocket watch. I'm trying to make the suit look like it's a little fuzzy and worn. Do you think the vest should be the same as the jacket? I sort of like it like this but I can change the vest. I'm still laying out uv's. I should be done in a couple of days with texturing.

http://i12.photobucket.com/albums/a227/mamartinez1/SuiteTest.jpg

maronson
09-28-2005, 08:22 PM
I think your ideas are good. The vest has to be different than the jacket somehow otherwise it becomes invisible. A minor herring bone pattern? By minor I mean subtle, not busy. Or what do you suggest?

mirabeau
09-28-2005, 08:56 PM
hi, here is the residence with walls textured
i'd use for render 'maya software render', render time - 9min 45sec

http://img394.imageshack.us/my.php?image=preview042uc.jpg

mosquito718
09-28-2005, 09:01 PM
Hi Mirabeau that looks great.

Mike here's an option for the vest-
http://i12.photobucket.com/albums/a227/mamartinez1/SuiteTest2.jpg

mirabeau
09-28-2005, 09:15 PM
2mosquito718 - thanks :)

MJO120881
09-28-2005, 10:29 PM
Mike, I have a full body render of Liza to check out.

bonestructure
09-28-2005, 10:52 PM
Yes I could send a CD. Can you use .max files? Otherwise you're going to lose all the textures and lighting.

The texture on that jacket looks great.

maronson
09-29-2005, 03:50 AM
Mosquito718: I like the clothing. I adore the clothing. I love the clothing.

Mirabeau: Great! I have a large format printer and I will print out the residence tonight. I want to see how paper cutouts of the characters look in front to the building and.......

Bonestructure: walking in front of your scene. I sent you a pm this evening with an address. Put the max files on the cd and can you export in OBJ format also? Add a text file Interior1a.txt with your software version and any notes you want to pass on down the pipeline.

bonestructure
09-29-2005, 06:14 AM
will do. Hope you can use it. I mostly just expected to make a matte lol

mosquito718
09-29-2005, 07:06 AM
Hi Bonestructure
Great job with scene.

Thanks Mike for the comment about the suit. I'll be done texturing and laying uv's in a couple of days.

bonestructure
09-29-2005, 11:41 AM
Mike, it may not be safe to send you the files. Right at the moment, I appear to have a virus.

Adalast
09-30-2005, 12:13 AM
ok, i've got the modeling done on the flip phone, the texturing is going to be much more complicated. the buttons are flat on the phone, so i'm going to be painting a multilayered mask texture to pull it off. i haven't done this before, so i'm going to get some very good practice doing it.

here are the open and closed renders for the phone.
http://www.geocities.com/adalastdof/Open_no_tex.jpg
http://www.geocities.com/adalastdof/Close_no_tex.jpg

darkjedi1929
09-30-2005, 03:30 AM
Hi Mike. Here's the progress with the English Teacher:


http://img272.imageshack.us/my.php?image=engteacherfull2ek.jpg

Any comments? I will give you the hands by Sunday.....

maronson
09-30-2005, 04:50 AM
Everyone: The model page on the web site is now password protected. Only members of the pygmalion project will be able to down load your models.

bonestructure: Do you have a place where you can host a high res image of your scene? Just in case you run into trouble with the files we will still have something to work with.

Adalast: The way the storyboard is set up, Cell Phone Girl has the flip phone. You could make that phone's skin more feminine if you want to. Of course, it would be no big deal to switch the phone between CPG and Cell Phone Boy.

dark_jedi_1929: Great! I've been sending out a few queries to find someone to texture your model. Your posting might raise some interest.

Adalast
09-30-2005, 06:47 AM
i'm using a pinkish/lavender chrome material for the flip phone. the buttons are so far being done with displacements maps, i'm trying to avoid modeling them, because i have a feeling i will be wanting to change them. only one problem, to get them to be smooth enough, i have to have the edge length at .5, which takes a bit of time to calculate. if anyone can help me speed up the calculations and keep the buttons smooth, i would enjoy the help.
http://www.geocities.com/adalastdof/Phone_text_alpha1.jpg

bonestructure
09-30-2005, 09:00 AM
How high rez do you need it to be?

maronson
09-30-2005, 06:44 PM
The most we could use in this show is 4 times dvd resolution:
4 x 720 x 480 = 2880 x 1920
That's 5.5 meg.

The minimum would be 2160 x 1440, about 3 Meg.

mirabeau
10-01-2005, 12:33 AM
hi everybody, here's model with some new textures added, also i'd try to use paint fx.
software render - about 12 min
tomorrow i'll try to render it with needed res - 2880 x 1920

http://img266.imageshack.us/my.php?image=preview056kq.jpg

darkjedi1929
10-01-2005, 02:27 AM
heres the update for the hand:

http://img263.imageshack.us/img263/5456/hand14zo.jpg

and

http://img263.imageshack.us/img263/8683/hand23pc.jpg


crits and comments?

mosquito718
10-01-2005, 03:23 AM
Hi everyone,

Dark Jedi- Great Hand!
Hi Adalast- that cellphone looks great too. I think for your rendering, you might want to lower the settings if you're using raytracing. You can lower reflections, and refractions to a lower setting to speed up your render time. Try the lowest settings first and then raise it up little by little and test to see how much you need. It's a little bit too reflective right now which is probably slowing up your renders.

Here's GBS:

http://i12.photobucket.com/albums/a227/mamartinez1/9.jpg
http://i12.photobucket.com/albums/a227/mamartinez1/gbsFace_9.jpg
I added poly eyelashes as well (you can't really see them from this photo). Let me know if ther'es anything else to do before I start rigging. I can start rigging on Monday.

darkjedi1929
10-01-2005, 05:54 AM
thanks mosquito....your GBS looks positively, well, like a cranky old man ;)

Kenio3D
10-01-2005, 09:03 AM
Hi everybody,

mosquito718: Thank you for posting in my topic... I'm happy that you loves my works :) ...But I need to get better very much.

mirabeau: Your work is simply wonderful... congratulations!!!:thumbsup:

Excuse me for the delay... Here it is one smaller up of Scotsman... I promise later I post the wires... please crits

http://img.photobucket.com/albums/v242/Rosenio/ScotsmanShirt.jpg

I see you later.:bounce: :bounce: :bounce: :bounce:

bonestructure
10-01-2005, 10:06 AM
I really admire you guys that can create characters and stuff. I'm god enough at creating objects, but so far hopeless at creating organics.

mirabeau
10-01-2005, 11:13 AM
nice hand, i got nothing to say

darkjedi1929
10-01-2005, 12:36 PM
thanks mirabeau......

Kenio: Good going. The scotsman's turning up cool. However, I get the feeling that his torso is not in proportion with his legs....kinda mars the aesthetic quality of the model. Was the ref. like that? Anyhow, I think he would look better if you started the pants slightly lower

mirabeau
10-01-2005, 12:45 PM
it's strange, when i'd post my previous reply there was only post from dark_jedi_1929 :eek:
and now, when i come, here's so many replys.. and my words about the hand in the end

Rockmanex
10-01-2005, 12:57 PM
Kenio3d:
I would take a look at that scotsman..I agree that he is proportionally off...the torso is much too squat compared ot his legs and whatnot.

mirabeau:
I love the textures on the house though personally I'd add a bit of a "grime" texture to the model...to add the dirt in the cracks of the brick and whatnot...also one good rule is never to use pure white in any texture or pure black b/c it only enhances the cg'ness of it...anyhow...good luck with it.

mirabeau
10-01-2005, 01:24 PM
2 rockmanex- it's not final image :) i'll remove all white 'parts', thanks
mike, i'd try to render it with res 2880x1920- render time about 1.5 hour, it's too long for animation :(

Adalast
10-01-2005, 02:02 PM
hey Bone, i understand what you are sayin. I'm the exat same way. the only organicthing can make is monsters, and all of them have the same general look to them. but look on the bright side, they need people who are like us too, who else is going to make all their buildings and props.

SilviaAriaans
10-01-2005, 03:39 PM
Wanted to post a wip of the English Student here... It's still a WIP, not finished yet at all... Pants is not uvmapped yet and not finished either...

Sil Ariaans

English Student for Pygmalion Animation Project (http://forums.cgsociety.org/showthread.php?t=279126)

Red Fantasy, Sil Ariaans (3D) (http://forums.cgsociety.org/showthread.php?t=278075)

mirabeau
10-01-2005, 03:44 PM
hi, i got some problems in maya 7:
-when i start maya materials are vanishing in viewports.. i see only wireframes in texture shaded mode and all options are reseted to default, i don't know why, may be somebody has the some trouble and know solution? i tired, every time i start maya i gotta setup materials again.. :argh:

maronson
10-01-2005, 05:05 PM
mirabeau: As far as I know dark_jedi_1929 is the only other Project member with Maya 7. Post your question in the Maya formum also.

Don't make a high res render until you are absolutely finished. Most of the camera work outside the residence can be done with your drawing in a background layer. I would only need the model for close ups. The characters in your scene stay on the sidewalk. bonestructure is making a model of an interior. There the characters can be at different positions in the room and it makes for a more interesting composition so I need to render in his model instead of using layers.

Scotsman Character: The problem is the concept art work is inconsistent. I sent to and received this e-mail reply from the illustrator.

>The two views of the Scotsman are the same height but the waists do not
>match up. Which one do you want? High Pants or hip huggers?

High pants. Can't believe I did that! Sorry!
wow! It looks really good! Awesome work!

maronson
10-02-2005, 12:37 AM
I am quite busy at work; I work from 10am to 11pm each day, nearly 7 days a week. So I m quite worry that I couldn't help out to finish her up. If there is still someone who interested to model her, I am ok to pull myself off this project. In the mean while, I m trying to beat the dateline.


Chenga: If you are reading this, someone has asked to work on your model. If you have clothes on your model, he can take it from there. We need your model as soon as possible. Can you put both a .mb file and export to an OBJ file into an archive file and email it to me? My email address is listed on the web site contact page.
http://home.comcast.net/~mike.aronson/wsb/html/view.cgi-contact.html-.html

darkjedi1929
10-02-2005, 05:35 AM
hey mira...try this out. select your model and hit export selected. Then try setting up your mats. in a new file. Hopefully, they will work.

mirabeau
10-02-2005, 06:31 AM
thankx jedi, i almost try this way - thats not help, i thought problem was in maxwell render,
i uninstall it, and reinstall maya and now it's all right

Kenio3D
10-02-2005, 06:38 AM
Thank you guys, I will improve that.:D

Kenio3D
10-02-2005, 10:14 AM
Hey mirabeau, now I understood what you wanted to say with "hands"... hahahaha:scream:

Please, take a look to evaluate the proportions and talk me about this...I used a CS biped structure to get his proportion...

http://img.photobucket.com/albums/v242/Rosenio/propores.jpg

SilviaAriaans
10-02-2005, 10:28 AM
Hey mirabeau, now I understood what you wanted to say with "hands"... hahahaha:scream:

Please, take a look to evaluate the proportions and talk me about this...I used a CS biped structure to get his proportion...



The body looks much better now! Maybe the head a little smaller?
You do great!

English Student for Pygmalion Animation Project (http://forums.cgsociety.org/showthread.php?t=279126)
Pygmalion Animation Project (http://forums.cgsociety.org/showthread.php?t=265684)
Red Fantasy, Sil Ariaans (3D) (http://forums.cgsociety.org/showthread.php?t=278075)

mirabeau
10-02-2005, 10:55 AM
kenio - it's still something wrong with proportions, i think the head is too big
what - "hands"? you thought i'm was talking about your work? :scream:

ipdesigner
10-02-2005, 01:42 PM
*Hello guys, im following the thread only today after Mr. Maronson pm and invitation. I am so happy to be part of the project, im looking forward to it. Honestly, I dont have any background for animation, ill just do my part creating the model and texture execution. Ill be doing the interior of the ambassador's residence. I need some references(photos) to start with. I hope i can catch up the dedlines, ill try my best. Anyway, im using 3dsmax software.:)

mirabeau
10-02-2005, 01:47 PM
welcome :)

ipdesigner
10-02-2005, 01:52 PM
welcome :)

*Thnks Mirabeau, you did a great job!, i really like the house you modeled.:thumbsup: i think you and bonestructure are doing the archl exterior background, right?

mirabeau
10-02-2005, 02:47 PM
yes, you right, i do the 'background 1'

Kenio3D
10-02-2005, 08:38 PM
I apreciate your sugestions, thanks.:thumbsup:

Mike, I was comparing the concept of scotsman with my CG model, I notice a diference betwen the heads, in concept the head is more larger. Should I reduce the head of my model? :eek:

maronson
10-02-2005, 09:43 PM
Welcome to the project, 1.8XL. Your assignment is:
Interior1: A spacious hall inside the ambassador's residence. It has a
staircase. I sent you jpgs in e-mail and I'm posting thumbnails here so others can see.

The characters have just entered the residence and there is a men's
cloakroom on one side and the woman's powder room on the other side.
(Uphallway.jpg) The staircase is visible in (DownHallway.jpg) in the
distance. I have given you a staircase detail also.

We only need one view, the one facing the staircase. The audience will
assume the door the characters walked in is behind them. We should move
the two doorways into our view. Don't give the staircase lots of details so
we can keep rendering time down. The characters will move through your
model when we animate. You can ignore the tile floor pattern. A rug would be better.

If there is time, I would like you to prepare a second model of the
staircase with more detail. If we have time for that animation, I will have
the characters walk up the staircase in a close up.

I also sent an e-mail with example wall textures of the Victorian
period. Perhaps you have some you would prefer to use. That would be fine.
Also you might communicate with bonestructure once you have your model ready
to texture. He might be able to give you something interesting.

This scene is likely to be the last one animated so you will have some
additional time if you can't finish the first model by Oct 18th.

Again, welcome to the project. We all look forward to working with you.

Just to review here, the other three backgrounders are:
Interior 1A bonestructure
Exterior 1: mirabeau
Interior 2: CJ Crave
Exterior 2: UNASSIGNED

You are all doing so well I am thinking about adding a 5 second shot of Formal Eliza in the Woman's powder room look at herself in the mirror. I think that would be a stunning shot for Amy's model.

Kenio3D: Your head size is good. Stay with it.

maronson
10-03-2005, 04:37 AM
Here is an mp3 file that contains all the dialog for the Preface. Some of you may hear your character's voice for the first time.
http://home.comcast.net/~maronson4/PrefaceDialog.mp3
The spacing between speeches will be adjusted to fit the animation.

ipdesigner
10-03-2005, 06:46 AM
*Thanks Maronson, i already replied to your emails. Its good to workin' with you guys! Good Luck to all of us:)

ipdesigner
10-03-2005, 08:11 AM
*i started the scene already trying to get the proportion of the space based on the ref. photos.

--ceiling ht: 3.3m
--hallway width: 4m
--staircase, the circular wall dia: 7m
--dist. bet columns two columns (not shown yet on the image): 2.2m (clear)

*Mike, thus all dimensions i have given are enough for the space? If you can check it right away it would be good so that i can go on with the model. thnx:)
http://i15.photobucket.com/albums/a377/kurdapya/pyg5.jpg

mosquito718
10-03-2005, 05:44 PM
Hi everyone,
I'm starting rigging today.
welcome 1.8xl!
It looks like everything is going well!
Oh- i wanted to add too I can probably model a cigar after I rig GBS if you guys want.:thumbsup:

maronson
10-04-2005, 06:20 AM
1.8XL: I think those are good estimates for the hall. Assuming that the tiles on the floor are 1 foot square their diagonal would be 1.414 feet long. There are about 9 diagonals across the floor so about 12.7 feet or 3.87 meters. So 4 is a good number. Just by eye, the hall is 1/3 wider than it is tall so you have good numbers to work with.

I disagree on the staircase. There might be four or maybe 3.5 diagonals between the columns so that distance is closer to 1.5 meters. The diameter of the circular room is about 10 diagonals, much less than 7 meters.

mosquito718: I think George would be a panatella fella.

ipdesigner
10-04-2005, 09:02 AM
*Thanks Mike, ill be working on it..ill post some the updates later:)

darkjedi1929
10-04-2005, 06:09 PM
Hi guys (and gals)

Heres the latest update of the English Teacher's complete model. Tell me what you think...

P.S. the pixelated thing in front of him is his cane....

http://img9.imageshack.us/my.php?image=englishteacherfinal7op.jpg

SilviaAriaans
10-04-2005, 06:21 PM
Hi guys (and gals)

Heres the latest update of the English Teacher's complete model. Tell me what you think...

P.S. the pixelated thing in front of him is his cane....

http://img9.imageshack.us/my.php?image=englishteacherfinal7op.jpg

He looks great dark_jedi_1929!!

Sil Ariaans

Adalast
10-04-2005, 06:23 PM
Looking good on that model.

I was wondering what else you had left that needed modeled as far as props. i will be finished with the phones soon, so i was wondering if you needed anything else.

ipdesigner
10-04-2005, 09:11 PM
*some updates..

http://i15.photobucket.com/albums/a377/kurdapya/pyg12.jpg
http://i15.photobucket.com/albums/a377/kurdapya/pyg13.jpg

*regarding the dentils, do i have to follow the same design of the ref. photos or this one is okey?

http://ah.bfn.org/a/DCTNRY/m/modill.jpg

*how about the gargoyles at the door?

mirabeau
10-04-2005, 09:49 PM
nice work 1.8XL! :thumbsup:
here's some update, i'd change texture for the walls, i decided not to use texture shaker for brick texture

http://img6.imageshack.us/my.php?image=preview068bp.jpg

render time is about ten minutes

mosquito718
10-04-2005, 11:25 PM
Hi everyone,
Your buildings looks beautiful. Nice work. It's starting to look real.

maronson
10-05-2005, 12:05 AM
jayreef: Amy's Formal Gown Eliza is posted on the web site. Follow the Catagories Link for Complete Models. I will send you a message with the password. The file is in .ace format.

mirabeau: Great work. I would like to try an experiment. This house is actually in London not the country and we have a city street in front of it. There is probably just another building across the street. Try to reflect the building in the attachment to this post instead of trees on the windows. I want to see if that would look more natural. I'll send you a jpg by e-mail.

1.8XL: There is one dimension we didn't talk about. The length of the hall is 16 or 17 diagonals. Your dentils are fine but I don't know what to say about the gargoyles. When I look at them they seem more Georgian than Victorian. Are you an architect? (I'm not.) Do you know someone who can answer this question? Does bonestructure know the answer? If we don't get an answer you can leave them out or redesign them to fit the period.

Adalast: Let's make Liza's basket next. Do you have the reference art?

dark_jedi_1929: I get an internal server error when I click on your link. Seems strange since roodroosje was able to see it.

Adalast
10-05-2005, 02:29 AM
No, i don't have the referance art for that. if you have a specific style in mind, i may just be able to find one in the real world like i did with the phones. i also remember someone mentioning a while back that you had some coins that needed done, i could hammer those out too if you want me to do those too.

darkjedi1929
10-05-2005, 03:21 AM
OK Mike.

Am attaching the pic this time.

Rockmanex
10-05-2005, 06:26 AM
Mike, I like the mp3...kinda funny overall to hear the dialogue. So many people are making so many changes its hard to keep up.

maronson
10-05-2005, 06:32 AM
Adalast: There is a picture of the basket in the pdf document in the next link.
http://home.comcast.net/~mike.aronson/Manuals/Character_Attributes.pdf

The basket is on page 14, the coins are on pages 15 and 16.

dark_jedi_1929: Your server fixed its problem and now I can see your work. Can you do a procedural texture on your model? Experiment with the Maya 7 toon shader? I say this because there are very few people who are anxious to texture a model. Right now I only have one standing by and he is interested in Cell Phone Girl. I might still be able to find someone but if I can't, at least I would have something workable.

Oh.. Its not a cane, it's a pointer.

mirabeau
10-05-2005, 10:28 AM
ok i'll do that

mirabeau
10-05-2005, 01:23 PM
here's picture with new reflections

http://img195.imageshack.us/my.php?image=preview073wq.jpg

Adalast
10-05-2005, 03:09 PM
Ok, i'll get on that after work today. i'll post the finished cell phone and preliminary basket when i get them all done.

SilviaAriaans
10-05-2005, 03:59 PM
I posted 2 updates at my WIP thread of the English Student.
English Student for Pygmalion Animation Project (http://forums.cgsociety.org/showthread.php?t=279126)
I think I finished modeling and texturing...
I made some testmorphs before I mapped the face and some questions came up.
Will you take a look pls?

Sil Ariaans

English Student for Pygmalion Animation Project (http://forums.cgsociety.org/showthread.php?t=279126)
Pygmalion Animation Project (http://forums.cgsociety.org/showthread.php?t=265684)
Red Fantasy, Sil Ariaans (3D) (http://forums.cgsociety.org/showthread.php?t=278075)

darkjedi1929
10-06-2005, 03:09 AM
Mike, tell you what I will do:

If the model's OK by you, I'll give you the files (done the UV layout and stuff). Then try to work here on the textures. In the meantime, if you can find someone better (I hope you do), you can always inform me. Also, do I need to give the blend shapes as well? If yes then how many?

maronson
10-06-2005, 06:33 AM
Everyone: When you turn in your model use an archive program to compress your files. I have put links to Rarlabs and Winace (they also have a mac version) on the website links page. If you want to use something different I will add that link also so others can unpack your files. Include your model in native format and export to .OBJ format. Include any auxiliary files needed and add a text file {model_Name}.txt that contains your software, version number and any comments you want people down the pipeline to know. Email the archive file to me and I will post it on the website for others to download.

dark_jedi_1929: I'll keep trying to find someone. The teacher will have at most 5 expressions. I'm not good at estimating what's needed for lip synch. I suspect they can be easily added later. Turn in your model.

roodroosje: Since I don't have an animator yet, I can't answer your questions. I think you should continue to watch the thread after you email me the model in case we have to ask you questions.

Chenga: We now have a volunteer to take over your entire model. I hope you see this soon and stop worrying about fitting in enough time to make the deadline.

Everyone: I will be attending a family event on the otherside of the continent and I will be out of Internet contact from Oct 7 through the 10th. During that time Rockmanex will be in charge. I will post at least one more time before I leave.

DaveLewis has started a thread on Freddy in the 3D WIP forum. Check him out!
http://forums.cgsociety.org/showthread.php?t=283248

Kenio3D
10-06-2005, 08:00 AM
Hi everyone,

Congratulations to all, the works are being very good!!!:applause:

This is the finished model, if is necessary more some modification, please, find out. I already began the texturing process. I hope you like, Crits wellcome :buttrock:

http://img.photobucket.com/albums/v242/Rosenio/Hands.jpg

Wires

http://img.photobucket.com/albums/v242/Rosenio/finishwire.jpg

Mike: Have a good trip, we will be well under Rockmanex command. :thumbsup:

ipdesigner
10-06-2005, 08:35 AM
1.8XL: There is one dimension we didn't talk about. The length of the hall is 16 or 17 diagonals. Your dentils are fine but I don't know what to say about the gargoyles. When I look at them they seem more Georgian than Victorian. Are you an architect? (I'm not.) Do you know someone who can answer this question? Does bonestructure know the answer? If we don't get an answer you can leave them out or redesign them to fit the period.


*i got it Mike, actually the length of the hall way there is no problem about it, i can stretch my camera farther:). Yeah im an architect but shame on me :D, coz im not so sure regarding the gargoyles whether its a Georgian or Victorian, i hope bonestructure you can help me with this one, its the ramaining piece for me. im almost done with the staircase.

MIKE: Good luck on your trip:)

Rockmanex
10-06-2005, 10:08 AM
Kenio3d...its looking good but I'm very unsure about the wrinkles in the knee...by adding them in that spot it makes it an artistic thing where now that you've added the details of wrinkles on the knee (especially that large) you have the thing where the balance is put into context..since it has that the rest of the pants should have similar traits otherwise it throws the balance off.

Soo...it may behoove you to make the wrinkles toned down alot, or add similar wrinkles elsewhere as not to draw the eye away. Basically you have to even them out viusally, something like the shirt, otherwise it becomes too intense in an area. I hope this is making sense..

1.8xl: its getting there but I would offer an alternate suggestion...rough out everything, make what sculptors call a maquette, or rough, with all of your main "hero" elements and tertiary elements then slowly begin to bring it up...if you want to try the gargoyle thing then make it on the side and plot where you could put it and put something like a sphere there as a placeholder until Mike decides..but don't let it delay the work on other parts while debating...the best thing is to keep the flow going.

mirabeau (member.php?u=49599) : gorgeous! The thing that strikes me as off (though this is up to you) is that the white crowning trim that borders the roof with the mini type turrets seems a bit too "white" in comparison to you other white border trim...if you did a luma pull on it in photoshop or shake or combustion or whatever you could see that it tends to "glow" a bit brighter than the other white trim...I thought perhaps this was due to the light placement but it seems as if you're using a different texture...and in my experience, the roofs of houses, no matter how new, tend to have more of that discoloration at the top (being that the roof gets much weathering) than at the bottom half, so the color strikes me as a visual detraction (which, by detraction in this sense, I mean that the eye is drawn to that shape moreso than others) This is entirely your choice whether to change or not but I figured I'd point it out.

mirabeau
10-06-2005, 10:54 AM
Rockmanex - thanks for comments, i'll do something with white parts today

SilviaAriaans
10-06-2005, 03:58 PM
roodroosje: Since I don't have an animator yet, I can't answer your questions. I think you should continue to watch the thread after you email me the model in case we have to ask you questions.


Everyone: I will be attending a family event on the otherside of the continent and I will be out of Internet contact from Oct 7 through the 10th. During that time Rockmanex will be in charge. I will post at least one more time before I leave.

DaveLewis has started a thread on Freddy in the 3D WIP forum. Check him out!
http://forums.cgsociety.org/showthread.php?t=283248[/QUOTE]

Mike: I e-mailed the zip with the files to you today.
It was really fun to make this model for the project!! I hope you like it and that the
animator will have fun with it too :)

I will keep on following this till it's finished. Wish you and the whole team a lot of luck
with the project!!

Have a good time wth your family and DaveLewis: Good start!

Sil Ariaans
http://forums.cgsociety.org/images/misc-2005-07/paperclip.gif English Student for Pygmalion Animation Project (http://forums.cgsociety.org/showthread.php?t=279126)

darkjedi1929
10-06-2005, 04:31 PM
Hi guys who should I mail the completed model to? Also, an any1 here help me out with the texturing??? please????:cry: :cry: :cry: :cry: :banghead: