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yrd4snd
09-08-2005, 08:51 AM
WILLIAM JOSEPH WARREN is entered in the "Spectacular Challenge" update: View Challenge Page (http://features.cgsociety.org/challenge/spectacular/view_entries.php?challenger=8467)

Latest Update: Final Image: here it is
http://features.cgsociety.org/challenge/entries/11/8467/8467_1133515754_medium.jpg (http://forums.cgsociety.org/showthread.php?p=2873468#post2873468)

yrd4snd
09-08-2005, 11:02 AM
http://features.cgsociety.org/challenge/entries/11/8467/8467_1126173762_medium.jpg (http://features.cgsociety.org/challenge/entries/11/8467/8467_1126173762_large.jpg)

My first concept idea.

The back ground stems from all the turmoil and conflict around the world. Our inability to get along, dispite any advances with technoligies, is driving us (mankind) to the piont of self-destruction.

yrd4snd
09-12-2005, 08:32 AM
http://features.cgsociety.org/challenge/entries/11/8467/8467_1126510319_medium.jpg (http://features.cgsociety.org/challenge/entries/11/8467/8467_1126510319_large.jpg)

This is my first challenge, proving to stretch my imagination, trying to make a space helmet of future that is light weight how'd I do c/c helpfull. thanks

yrd4snd
09-13-2005, 12:58 AM
http://features.cgsociety.org/challenge/entries/11/8467/8467_1126569506_medium.jpg (http://features.cgsociety.org/challenge/entries/11/8467/8467_1126569506_large.jpg)

Hello again, this goes along with the lightweight helmet concept. Trying to keep things compact and at the same time incorperating all the nesisary components, keeping in mind how our redevelopement of items has shown us functionality is not limited to size. In fact ti sames to be just the opposite, larger more cumbersome items tend to slow down progress. c/c welcome thanks and good luck to all.

yrd4snd
09-14-2005, 06:50 AM
http://features.cgsociety.org/challenge/entries/11/8467/8467_1126677002_medium.jpg (http://features.cgsociety.org/challenge/entries/11/8467/8467_1126677002_large.jpg)

THIS HAS BASIC NUDITY

been working on this for a few days been through most of the tutorial pages on the body having trouble with the backside, it is either too flat or too round(getto bootay if you will) why am i having soo much trouble with this one part? my soft ware is maya 4.5(not able to upgrade to 6. yet) comments helpfull.
thanks Yrd4snd

ihamid
09-14-2005, 07:03 AM
good progress so far!about the female model. maybe curve in the stomach a little, and lengthen the thighs and calfs a bit!
cheers mate!

Yongkiat
09-14-2005, 09:01 AM
Lookign cool. However, I think the body pose's a bit odd. Too much cure maybe?

yrd4snd
09-14-2005, 10:04 AM
good progress so far!about the female model. maybe curve in the stomach a little, and lengthen the thighs and calfs a bit!
cheers mate!

thanks for the advice, i was thinking the same thing but wasn,t sure.

yrd4snd
09-14-2005, 10:06 AM
Lookign cool. However, I think the body pose's a bit odd. Too much cure maybe?

she does curve dont she, ill make some mods then repost

yrd4snd
09-14-2005, 09:44 PM
http://features.cgsociety.org/challenge/entries/11/8467/8467_1126730647_medium.jpg (http://features.cgsociety.org/challenge/entries/11/8467/8467_1126730647_large.jpg)

checking helmet and pack for size finished the mods on the body will post later.
comments welcome

yrd4snd
09-14-2005, 10:13 PM
THIS HAS NUDITY


http://features.cgsociety.org/challenge/entries/11/8467/8467_1126732404_medium.jpg (http://features.cgsociety.org/challenge/entries/11/8467/8467_1126732404_large.jpg)

took your advice :straightened u body, moved stomache in, narrowed the hips, knees, calfs,hows it look?

coments welcome

ihamid
09-14-2005, 10:46 PM
from the back angle the upper body looks too narrow! maybe you should widen the backmuscle ( latissimus dorsi) ! other then that all the other angles look very good!
ur doing good man!
cheers!

yrd4snd
09-15-2005, 06:18 AM
from the back angle the upper body looks too narrow! maybe you should widen the backmuscle ( latissimus dorsi) ! other then that all the other angles look very good!
ur doing good man!
cheers!

will doo , was focused on the bottom half, thanks again .

took a peek at ur stuff ur work is great too.

pseudonympending
09-15-2005, 09:25 AM
Hey man, you've made a promising start.

You modeling looks good but I would say that there are some proportional inaccuaracies on your model. It would appear to me that you are modeling from memory rather than using reference. I would suggest checking out a site like www.3d.sk (http://www.3d.sk) and getting some full figure female reference from there. Bring the photos into your 3d package and model over the top of them (you'll want refs for front, left and back viewports) and you'll soon see where you're going wrong.

I hope this helps. Keep up the good work,
Dave.

yrd4snd
09-15-2005, 10:43 PM
have checked out the sight, like it waiting for subscription $ on cc. do have some ref pics, workin on shape then proportion have that soon, good luck and thanks for the advice.

pseudonympending
09-16-2005, 08:17 AM
Last time i looked there was some decent free stuff but maybe that's changed. It's not exactly hard though to find pictures of naked ladies on the interent! Just wait until your mum catches you and you try in vain to explain that it's for artisitc research... Been there, they never believe you. :)

If you really can't find anything suitable PM me your email address and i'll send you some refs.

Good luck,
Dave

beelow
09-16-2005, 10:00 AM
good models so far, I will subscribe! holla!:thumbsup:

yrd4snd
09-17-2005, 12:38 AM
http://features.cgsociety.org/challenge/entries/11/8467/8467_1126913890_medium.jpg (http://features.cgsociety.org/challenge/entries/11/8467/8467_1126913890_large.jpg)

worked on the shoulder area, still must define the lower back. Have added a crease to the lower butox.
hows it lookin with these changes?
c/c welcome

thanks and good luck all

yrd4snd
09-17-2005, 12:41 AM
Last time i looked there was some decent free stuff but maybe that's changed. It's not exactly hard though to find pictures of naked ladies on the interent! Just wait until your mum catches you and you try in vain to explain that it's for artisitc research... Been there, they never believe you. :)

If you really can't find anything suitable PM me your email address and i'll send you some refs.

Good luck,
Dave

thank you very much, I may just take you up on the offer.

gardogg
09-17-2005, 01:02 AM
This is starting to shape up but from the back view, the entire upper torso is WAY too thin still. It looks like a cartoon it is so thin. You need to broaden the back quite a bit and the outer corners of the top of the head are sticking out too far.

Outside of this, it is looking good. Oh, and I think the hips are sticking out a bit too much.

Good luck!

yrd4snd
09-20-2005, 08:08 AM
http://features.cgsociety.org/challenge/entries/11/8467/8467_1127200101_medium.jpg (http://features.cgsociety.org/challenge/entries/11/8467/8467_1127200101_large.jpg)

Hello again, thanks to all who have helped me so far.

Worked on the head/face, my wire frame have areas that i know need work:

temporal lobe area( from bottom looks li she was hit with a fry pan too flat to me)

skin around nostril(define) best way to do this?

under cheek(leave in or move out?)

pseudonympending
09-20-2005, 03:10 PM
Again a good start, a few tweaks will help.

Firstly, that looks like a very dense mesh, I assume you've meshsmoothed it or something similar? If you post your basic topology it's a bit easier to crit.

Defining the nose region will help things a lot. I tend to run an edge from the top of the nostril, back round the crease of the nostril, down the smile line/linner cheek, past the edge of the mouth (about 1cm from the corner) and then round beneath the mouth forming the crevis between bottom lip and chin.

Check my own head WIP to see what I mean:

http://features.cgsociety.org/challenge/entries/11/7865/7865_1126203753_large.jpg

This is an important edge as it's fundamental to shaping the nose, mouth, chin and cheeks - an area that looks a bit messy on your head - you'd stuggle to give her any sort of expression at the moment. Get this in place and you'll find that loads of other issues will iron themselves out.

I would also suggest you get some rudemetary ears on her asap as they always help to give a feel for the overall balance of the head. As for the frying pan area :) it's just a case of tweaking polys. Simplifying the mesh in areas of less detail (such as the scalp) will help you here greatly.

The body is looking loads better with some great muscle and bone strucutre definitition. I would agree with Garddog that the waist is a bit thin unless you want a comic style...

Overall good work and great progress, now tweak, tweak, tweak :thumbsup:

yrd4snd
09-22-2005, 09:18 AM
http://features.cgsociety.org/challenge/entries/11/8467/8467_1127377077_medium.jpg (http://features.cgsociety.org/challenge/entries/11/8467/8467_1127377077_large.jpg)

why does maya do this, yellow section was part of the original face of the green section but when smonthed the produce the points on the ear that dont belong. why all vert are merged, edges are merged. why act like two diferent pieces?

yrd4snd
09-22-2005, 09:22 AM
http://features.cgsociety.org/challenge/entries/11/8467/8467_1127377360_medium.jpg (http://features.cgsociety.org/challenge/entries/11/8467/8467_1127377360_large.jpg)

part two low poly: why does maya do this, yellow section was part of the original face of the green section but when smoothed the produce the points on the ear that dont belong(pink areas). why all vert are merged, edges are merged. why act like two diferent pieces?

pseudonympending
09-22-2005, 09:41 AM
I don't use Maya but I would suggest that, providing all verts a definately welded, you're not backface culling the object and need to flip the normals of the oddly shaded poly. You might also want to check for double faces...

Failing this I'd just delete the troublesome little buggers and remodel them. Never fails! :thumbsup:

yrd4snd
09-22-2005, 11:05 AM
I don't use Maya but I would suggest that, providing all verts a definately welded, you're not backface culling the object and need to flip the normals of the oddly shaded poly. You might also want to check for double faces...

Failing this I'd just delete the troublesome little buggers and remodel them. Never fails! :thumbsup:

You have been a great help, thank you. will put the ideas into play after work(have to pay those bills u know), will post my results for face, ear, and body. thanks again.

yrd4snd
09-25-2005, 10:36 AM
http://features.cgsociety.org/challenge/entries/11/8467/8467_1127640992_medium.jpg (http://features.cgsociety.org/challenge/entries/11/8467/8467_1127640992_large.jpg)

I took your advice, defined the nose, added/removed some edges, moved some polys around and things did seem to fall into place. thanks again.

the ear is finished, will bolt it on soon thanks and good luck.

yrd4snd
09-26-2005, 11:39 AM
http://features.cgsociety.org/challenge/entries/11/8467/8467_1127731178_medium.jpg (http://features.cgsociety.org/challenge/entries/11/8467/8467_1127731178_large.jpg)

bolted on the ear added a temp eye only to find must redo the eye socket for it to fit right. c/c welcome thanks and good luck to all.

Niluferrr
09-26-2005, 11:56 AM
good luck :thumbsup:

pseudonympending
09-26-2005, 12:16 PM
It's really starting ot come together now. Topologically it's sound as a pound, I reckon there's a few areas that could do with some tweaks to really nail it...

Ear, good but to sharp, try the Maya equivelent of the Max Relax modifier on it - it basically just takes the harshness out of a model. Also it's very big.

Nose, pretty good nostril definition - always a tricky area. Again, just a bit sharp around the edges. Plus the ultra moulded look of the front of the nose is a bit Jacko :) Also, have you thickened the bridge too much?

Mouth, top lip is spot on but again the bottom lip is very sharp - bottom lips tend to curve round more lacking the definition of the top lip.

Skull, is still a bit 'frying panned' :) Maybe just slightly pull the verts out a bit on the sides to help round it off a bit. It's also might be a bit too open at the edges.

Eyes, you guessed it! A bit sharp where the eyelids fold under but other wise really nice. You could probably lose a row of verts here to good effect.

I hope these points help and don't seem like nit-picking. You've got the makings of an excellent head model here.

Good luck with it,
Dave.

yrd4snd
09-26-2005, 12:52 PM
It's really starting ot come together now. Topologically it's sound as a pound, I reckon there's a few areas that could do with some tweaks to really nail it...

Ear, good but to sharp, try the Maya equivelent of the Max Relax modifier on it - it basically just takes the harshness out of a model. Also it's very big.

Nose, pretty good nostril definition - always a tricky area. Again, just a bit sharp around the edges. Plus the ultra moulded look of the front of the nose is a bit Jacko :) Also, have you thickened the bridge too much?

Mouth, top lip is spot on but again the bottom lip is very sharp - bottom lips tend to curve round more lacking the definition of the top lip.

Skull, is still a bit 'frying panned' :) Maybe just slightly pull the verts out a bit on the sides to help round it off a bit. It's also might be a bit too open at the edges.

Eyes, you guessed it! A bit sharp where the eyelids fold under but other wise really nice. You could probably lose a row of verts here to good effect.

I hope these points help and don't seem like nit-picking. You've got the makings of an excellent head model here.

Good luck with it,
Dave.

thanks ever so much, one can push polys till they are blind and it takes a fresh pair of eyes to help one see the dent in the pavement, all advice is welcome, exspecially good advice such as yours.

thanks,
Will

yrd4snd
10-01-2005, 09:50 AM
http://features.cgsociety.org/challenge/entries/11/8467/8467_1128156622_medium.jpg (http://features.cgsociety.org/challenge/entries/11/8467/8467_1128156622_large.jpg)

ok 4 days with out internet is enough to ma ke a person nuts, but im all settled in my new home, and have had time to work in the head a bit. fixed the bottom lip, rounded out the eye socket removed some verts, enlarged the nostril, narrowed the bridge pulled the dent in the crainium, no more fry pan, as for the jako lookon the end of the nose looks petiet from the side but long from the front ant bottom, mill move stuff aroud till it looks ok. still workin on the ear to soften it a bit, will bolt on and post soon. c/c welcome, thanks, will

good luck all

yrd4snd
10-03-2005, 11:16 PM
http://features.cgsociety.org/challenge/entries/11/8467/8467_1128377758_medium.jpg (http://features.cgsociety.org/challenge/entries/11/8467/8467_1128377758_large.jpg)

hello again,

added the ear, sofend it as sugested, adjusted the size as well, now just have to learn how to put the hair on it,
iff any one knows of any good tutorial for MAYA 4.0 complete, on this prosess, it would be apreciated, thanks

comments welcome

good luck to all

yrd4snd
10-06-2005, 12:33 PM
http://features.cgsociety.org/challenge/entries/11/8467/8467_1128598429_medium.jpg (http://features.cgsociety.org/challenge/entries/11/8467/8467_1128598429_large.jpg)

ive added the head, and hands some dense meshes toowhat nees fixing?
the waist is small, i would like to keep it for this model.

good luck all and thanks to all

pseudonympending
10-06-2005, 12:43 PM
Hey man,

This is looking better and better. Only comment i'd make now is that, having seen the head smaller, it looks a bit square - maybe the chin needs a bit more difinition and the skull needs rounding a bit.

Great work on her hands. :thumbsup:

yrd4snd
10-11-2005, 02:10 AM
http://features.cgsociety.org/challenge/entries/11/8467/8467_1128993017_medium.jpg (http://features.cgsociety.org/challenge/entries/11/8467/8467_1128993017_large.jpg)

I've worked on this for a bit, i've put in a machup of the earth, to get a concept of how it will look, this should be the final camera view angle.
I used paint shop pro 9 to make this lunar surface, how does it look?
comments welcome, thanks
will.

and thanks for all the advice soo far frome everyone!

yrd4snd
10-30-2005, 11:59 PM
http://features.cgsociety.org/challenge/entries/11/8467/8467_1130716795_medium.jpg (http://features.cgsociety.org/challenge/entries/11/8467/8467_1130716795_large.jpg)

hi all

been workin on this for a wile now, my main focus was on the reflection on the eye itself, will it work?

thanks

yrd4snd
11-03-2005, 03:20 AM
http://features.cgsociety.org/challenge/entries/11/8467/8467_1130988004_medium.jpg (http://features.cgsociety.org/challenge/entries/11/8467/8467_1130988004_large.jpg)

the only way i could do the hair was a full poly plane then extrude it and shap it to form. i think it looks ok it will be behind the glass helmet.
are ther any renderers that are little or no cost that work with maya 4.0? cause i am having trouble with my post render textures. thanks

yrd4snd
11-03-2005, 04:37 AM
http://features.cgsociety.org/challenge/entries/11/8467/8467_1130992661_medium.jpg (http://features.cgsociety.org/challenge/entries/11/8467/8467_1130992661_large.jpg)

this will be the image reflected in the visor window of the helmet. how does it look?

yrd4snd
11-08-2005, 10:20 PM
http://features.cgsociety.org/challenge/entries/11/8467/8467_1131488403_medium.jpg (http://features.cgsociety.org/challenge/entries/11/8467/8467_1131488403_large.jpg)

general idea for final pic composition

yrd4snd
11-10-2005, 03:00 AM
http://features.cgsociety.org/challenge/entries/11/8467/8467_1131591610_medium.jpg (http://features.cgsociety.org/challenge/entries/11/8467/8467_1131591610_large.jpg)

given the enviernment(space)
limited light sorces, this is what i came up with.

yrd4snd
11-11-2005, 06:48 PM
http://features.cgsociety.org/challenge/entries/11/8467/8467_1131734877_medium.jpg (http://features.cgsociety.org/challenge/entries/11/8467/8467_1131734877_large.jpg)

WHY DOSEN'T THE HAIR TEXTURE COME THROUGH? i modeled a poly plane and added the hair texture on it, but when i renter it it won't come throught,the more i mess with it i end up loosing my default color on everything. i am using maya 4.0(will up grade later)

yrd4snd
11-24-2005, 06:04 AM
http://features.cgsociety.org/challenge/entries/11/8467/8467_1132812256_medium.jpg (http://features.cgsociety.org/challenge/entries/11/8467/8467_1132812256_large.jpg)

this should be the general location of the picture. good luck to all

yrd4snd
11-25-2005, 07:49 AM
http://features.cgsociety.org/challenge/entries/11/8467/8467_1132904964_medium.jpg (http://features.cgsociety.org/challenge/entries/11/8467/8467_1132904964_large.jpg)

which one do i use? i like the effect of pic 1, the boldness of 2 , and the subtilness of 3. should i combind them all? or use just one?

yrd4snd
11-29-2005, 08:13 AM
http://features.cgsociety.org/challenge/entries/11/8467/8467_1133251997_medium.jpg (http://features.cgsociety.org/challenge/entries/11/8467/8467_1133251997_large.jpg)

here is a list of my textures
plus my lighting textures

yrd4snd
12-02-2005, 03:21 AM
http://features.cgsociety.org/challenge/entries/11/8467/8467_1133493683_medium.jpg (http://features.cgsociety.org/challenge/entries/11/8467/8467_1133493683_large.jpg)

before and after:

using paint shop pro 9;

broke render image into 7 seprate layers,

added the tear to the eye,
darkened the mouth (render issue with lighting)
brought out the color on the reflection using soft light feature in psp9 then blented layer into original render image with 30% fade.

also took each base light frome the render and faded to get current image(top)

yrd4snd
12-02-2005, 09:29 AM
http://features.cgsociety.org/challenge/entries/11/8467/8467_1133515754_medium.jpg (http://features.cgsociety.org/challenge/entries/11/8467/8467_1133515754_large.jpg)

Late 21st century

Mankind's dream of living in space, taking that next step, finally achieved.

A new generation was born, colonies began on the moon,

one free from hate, prejudice, and rampet domination.

Living in this new envirernment allowed the true nature of human kind to be realised.

Harmoney and teamwork were the primary drives of the new generation, not the drive for world

power, greed, the allmighty dollar, and the ever dominate "my god is better than yours".

Life seams simple, quite and peacefull.

Those that remained on earth, continued with life as we know today, gang wars,

terorism, and greed, drove them to do the unthinkable.

The third world war began, power shifted, from one side to the another to another till

no one knew what it was about.

All factions looked for ways to totaly anileate the the others, leaving just one to rule.

Technology was used to create new, more powerful weapons,

weapons with more power than the world could handel.

Mankind with their narrow minded wisdom thought he could control this new era of weapondery.

Look through the eyes of our youth,

Imagine the worst possible nightmare.

Now that nightmare has come to pass.

the war is now over but, no one is rejoicing because...

Mankind brought the bible to life!

Mankind destroyed all that was true and sacred!

Mankind brought about the armageddon!



Products used:

modeling and render: Maya 4.0/the rendering adjent included
lighting: Maya 4.0
texture creation: Paint Shop Pro 9
post render composition: Paint Shop Pro 9
final detail: Paint Shop Pro 9

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