View Full Version : The Journey Begins Challenge (3D) Entry: Raimon Guarro
glorund 03-11-2006, 11:41 PM Raimon Guarro is entered in the "The Journey Begins Challenge" update: View Challenge Page (http://features.cgsociety.org/challenge/journey_begins/view_entries.php?challenger=10910)
Latest Update: Modeling: Hair from static particles
http://features.cgsociety.org/challenge/entries/13/10910/10910_1145313080_medium.jpg (http://forums.cgsociety.org/showthread.php?p=3462119#post3462119)
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glorund
03-11-2006, 11:55 PM
Hello,
this is my first post on cgtalk challenges. For the moment I only want to post an original concept from wich go to work. The photography is placed into the following post ;-)
This is a photography which i took a morning, in the middle of a very rocky valley. I remember this journey as a very "epic" moment, because a friend get harmed and a "coptor" come to rescue him.
I know there aren't any charachter for the moment. I've think on a mountain rider, or perhaps some elvenish charachter abandoning Gondolin throughout the mountains.
Glaurung
glorund
03-12-2006, 12:23 PM
http://features.cgsociety.org/challenge/entries/13/10910/10910_1142166236_medium.jpg (http://features.cgsociety.org/challenge/entries/13/10910/10910_1142166236_large.jpg)
This one is a own photography from i get inspired
rasamaya
03-30-2006, 12:30 AM
uh, yo I thought you modeled those rocks at first, I had at least 20 questions and comments, any who, Welcome! This is my first challenge here aswell!
GoodLuck!
glorund
03-30-2006, 11:09 AM
http://features.cgsociety.org/challenge/entries/13/10910/10910_1143716945_medium.jpg (http://features.cgsociety.org/challenge/entries/13/10910/10910_1143716945_large.jpg)
This is a first idea for the point of view and the environement of my entry.
I want to place the subject into a rocky valley like is shown on the photography. The morning announces a day fullfilled of uneasiness.
glorund
04-17-2006, 10:39 PM
http://features.cgsociety.org/challenge/entries/13/10910/10910_1145309961_medium.jpg (http://features.cgsociety.org/challenge/entries/13/10910/10910_1145309961_large.jpg)
Hey,
a little bit late to do big things but i'm still here. I've modeled the head of the character, a sort of "mountain runner", and added simple materials.
Rendered in Blender 2.41.
in following posts i will explain the modeling process.
The main issue in this render is the amount of particles generating hair. I'm forced to reduce this for a reasonable freezing of the interface :-).
More to come...
glorund
04-17-2006, 11:14 PM
http://features.cgsociety.org/challenge/entries/13/10910/10910_1145312088_medium.jpg (http://features.cgsociety.org/challenge/entries/13/10910/10910_1145312088_large.jpg)
Hello again, as i've promised
here a screenshot of my work on the character. Used Catmull-Clark subdivision. Created from scractch, no background photos.
Perhaps you're asking why i don't use background image to model. Mainly because in my old windows 98 (I'm switching to Linux) blender interface becomes terribly slow when using. Now with linux are'nt problem (but so others :-))
This is my second or third human model, so i work on it as essays and less worried about faceloops and so. This means not i'm not interested to learn the "method". If someone knows a tutorial which explains the whys more tan the hows of faceloops (vertex count and so....), I will thanks.
glorund
04-17-2006, 11:31 PM
http://features.cgsociety.org/challenge/entries/13/10910/10910_1145313080_medium.jpg (http://features.cgsociety.org/challenge/entries/13/10910/10910_1145313080_large.jpg)
Hello,
Here you can overview the creation of the hair cap of the character. Once the head is modeled, i've duplicated it and deleted from the new object all the vertices except the ones "where hair grows".
Next is assign a particle system to it, tweak setting to shape as a "vectors" and some randomness.
Blender allows since 2.4 (i think) to determine the motion/density/growth of particles through the vertexs groups and weight paint.
This way some areas can be more hair populated or less. The following step is to set up some force fields and curves which guides the "paths" of the hair. You can view in purple (selected) the curve guides recently implemented to rule particles.
As i've said, tha particle system is the key when talking about the rendertime of the last image. With 15000 particles Blender almost stops responding. Finally i've worked with 1000, which as a test is for the moment enough.
Ok, here ends my redaction. I'm waiting your comments or critics about all, if you want of course.
Thanks for viewing!
Glaurung
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