View Full Version : Eon (3D Scene) Entry: Linh Mai
johnnymaster 10-05-2006, 02:28 AM Linh Mai is entered in the "Eon Challenge" update: View Challenge Page (http://features.cgsociety.org/challenge/eon/view_entries.php?challenger=11851)
Latest Update: Post Effects and Compositing: final composition
http://features.cgsociety.org/challenge/entries/15/11851/11851_1170284742_medium.jpg (http://forums.cgsociety.org/showthread.php?p=4169255#post4169255)
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johnnymaster
10-05-2006, 04:47 PM
Heyho,
okay, i'm going to work on this scenario:
http://features.cgsociety.org/challenge/eon/images/inspiration_09.jpg
In fact, my work will only base on this idea, i like the colours and the idea of the flying peoples.
For the scenario i will use techniques from my previous work "Temple of Kurast", so the poly amount is also very high, but this time a have a lot more time, i think i will have a lot of fun;) In addition i will create a female character in the flying suit. I said in my "photorealistic human"-thread, i want to create a female character base on milla jovovich, now i will create this character for the contest.
I hope you will looking forward for my WIP works! Good luck everybody!
johnnymaster
10-06-2006, 03:18 PM
http://features.cgsociety.org/challenge/entries/15/11851/11851_1160144274_medium.jpg (http://features.cgsociety.org/challenge/entries/15/11851/11851_1160144274_large.jpg)
Okay, as i said i will create a female character base on real person in addition to the environment, hand drawn sketches will be unnecessary. I found such images by google. The character will only base on Milla Jovovich. At first i will create a perfect replica of her, then i will mixed the shape with other persons and personal ideas.
johnnymaster
10-06-2006, 03:25 PM
Today i begin the work on the femaile character with a air sled , because i have to wait a few days for the book, i live in germany where the title is sold out since years, so i have to purchased it on ebay. I want to read the chapter about this scenario in german, because i want the final art will base on my imaginations, not on the air-sled artwork in the inspiration section.
btw: can anyone tell me, in which chamber the scenario with air-sled is? Thanks a lot!
Interesting start. Im following the same way to create the main charachter of the story.
I will be back to see the model. I have done some actors replica,and i was disoppointed by my final result...i think that is very interesting to follow a thread that poit to show an actor replica...in fact the challenge in "movie making" related..so ..i hope to learn more about character modeling from your thread.so...keep it up and good luck.
COOL,I like your way,,I might stick arround this thread,sounds interesting enough..
Cos I allways wanted to create realistic female,,but till now havent tryed,I think that is the key,to giv it a try,and everythig else follows.
Seeya :thumbsup:
TheSoracle
10-07-2006, 02:03 PM
Good choice in reference material :D
Good Luck, Im still kinda stuck on ideas right now.
Hatamoto
10-07-2006, 02:52 PM
I'm creating my 1rst female character, so i'll stick around to learn with you.Good luck!!
johnnymaster
10-07-2006, 06:17 PM
http://features.cgsociety.org/challenge/entries/15/11851/11851_1160241423_medium.jpg (http://features.cgsociety.org/challenge/entries/15/11851/11851_1160241423_large.jpg)
Here i show you the edge flow of the mesh, i used this edge flow before, for some other models, and it works very fine for animation. Well, this time there will be no animation, but who knows, maybe i will use this mesh for other projects, always be prepared;) This edge flow gives you clear lines and it flows around important parts like the eyes and the mouth, it helps me to create natural looking facial animation.
johnnymaster
10-07-2006, 06:27 PM
i'm glad to see, you guys are interessted in my project, i'm appreciate if you will looking forward for my wip posts. As i can see, there's some interest in creating 3D-replicas. I will post a lot of WIP shots and i'm going to show you everything i know about character and high detailed environment creation.
btw: today i have nearly finished the whole face, except the eyes and the ears, i will post some shots tomorrow, when the face will have a more complete look.
VietEmotion
10-07-2006, 07:38 PM
hey, i am strained to see your final milla model hahaha It will be hot hot hot:eek:
Your concept seems to be intresting, one of the best in this forum, i follow your wip maybe there ist something i can learn.
By The Way when you have finish with it send me some nude pics with her yeah i will hang it as 1:1 Poster
Nothingness
10-07-2006, 08:28 PM
hey Johnnymaster,
just dropping by to wish you luck and fun!
i think you chose a very great person to base you character on. She has the expression just made for this scenario.
c ya
Nothingness
10-07-2006, 08:29 PM
oops,
mistake
sorry :blush:
mented to correct the post instead of creating a new one.
johnnymaster
10-08-2006, 07:20 AM
http://features.cgsociety.org/challenge/entries/15/11851/11851_1160288430_medium.jpg (http://features.cgsociety.org/challenge/entries/15/11851/11851_1160288430_large.jpg)
here you can see the face in an early phase, the lines aren't smooth and some parts are not finished yet. I applied a photo texture to it, just to see how fine it match the geometry., it's No shading/skin test.
qqmaximus
10-08-2006, 08:32 AM
although,it's still in an early stage it looks amazing!Keep it up :) would like to see a textured profile
nwiz25
10-08-2006, 09:01 AM
sensational details man! even at 1092! :O
good luck for da challenge dude! :P
cheers mate! :P
Nothingness
10-08-2006, 09:02 AM
damn, looks sweet already!
can't wait to see it completed
cheers
Hatamoto
10-08-2006, 02:42 PM
Linh, you are really good!!, congrats. When have time, could tell us about your method, i mean, your modelling approach, is it polygon by polygon or you work with edgeloops,...?
Wow your using Milla! I like... PROPERLY LOVE Milla Jovovich! I'm intensely excited about seeing her in this scene of yours! Good luck man! :D
TheSoracle
10-08-2006, 03:03 PM
Wow! ALready so good. I dont think i can even compete :p Good luck Linh, you model seems perfect for your reference. Looks so much similar.
johnnymaster
10-08-2006, 03:46 PM
thanks a lot everybody, that gives me motivation!
@ qqmaximus: i will post a textured profil as soon as possible, in the next coming days, this was just a simple planar texture projection.
@ Crin: yeah, i'm also a fan of her hehehe:D
@ hatamoto: of course, i will tell you something about my modeling process:
I use a lot of photo reference, for the Milla model, i have a folder with 120 photos. I map profil photo and a front photo in the background and model poly by poly.
During the modeling process i always switch between different profil and front photos, to be sure, the model will look like the real Milla, and not just Milla on a specified photo.
From my Milla folder, there are always some photos opened, i compare them with my model in the persp view.
In some distinctive parts like the eyes, lips and nose, i model poly per poly, in other areas like cheek or forehead, i subdivide big polys with the knife loop tool into smaller polys, but it's important that you always follow your planed edge flow.
Then i map a photo texture with planar projection to the face, so i can see in the perp view, if my edges match the contours of the face on the photo reference, if not, i can move some edges through the texture, because its not sticky, until the whole model will match perfectly with the reference.
I think this is a simple way to create a model in a really short time;)
Vinicius B. Silva
10-08-2006, 06:47 PM
very nice man!!
love the Milla! :love:
Good Luck!
johnnymaster
10-08-2006, 07:23 PM
a question:
at first i planed to mix the Milla mesh with some other actresses to create an own character, but now i like to build the pure Milla model into my scene. Do you guys thinks that would be possible or are there any copyright etc. problems?
Hatamoto
10-08-2006, 07:47 PM
I don't think so, as long as you don't use it commercially.Besides you are doing a real piece of art ,it's a homage(well deserved;Milla is a icon in the SF movie industry) and free promotion to her,too.
johnnymaster
10-08-2006, 07:54 PM
yeah, that sounds plausible, so i can put my mind at rest, thanks for answering!
I don't think there will be any copyright type problems... I dunno if the rules state anything about basing characters on real life people, I hop not cos I was planning on using by own pictures as reference images. :D
ghZaaaRK
10-09-2006, 01:12 AM
Milla is an icon of nothing, except for baddests SF movies ever.
She's empty, cold, not sexy and damn, she can't even act correctly.
And what will be your choice for Jack? another pearl like , i guess; Keanu Reeves? :p
Good luck anyway, you seem to have a good skill on modeling.
johnnymaster
10-09-2006, 01:20 AM
Milla isn't sexy? Are you sure you are hetero? :D
Tenacious
10-09-2006, 02:26 AM
I really love the idea of having Milla in your scene. This is really good idea. Good luck with the work. Are you only putting one character into your scene?
johnnymaster
10-09-2006, 02:30 AM
thanks,
i will put some characters into the scene, but milla will get the focus;)
johnnymaster
10-09-2006, 05:10 PM
today there's nothing to see, only a progress report:
as you can see in the previous WIP post, the Milla model is not accurate yet, there are a lot of things to improve, in fact this is the most difficult face i ever worked on, because Milla's face is so clean and flawless, a ugly orc will be much easier;)
The thing is to create an exact model what looks like Milla EVEN without any shaders and textures, a perfect replica. On the previous milestone the model just look like Milla because there is a phototexture applied to it, but in the final version there will be no phototextures, because i think this method is too cheap, my goal is to recreate a real human with CG, from there such things like phototextures are out of place.
At this moment, the model looks much better than the one on the milestone, i will post the next milestone in the next coming days. In addition i will make Milla a bit older than on the last milestone where she is 21 i think (fith element), my model will look like the current Milla (30).
see you later!
TheSoracle
10-09-2006, 05:21 PM
You shouldnt be so hard on yourself for critiquing :p It already looks awesome. Keep up the great work Linh, its amazing as is.
celiksert
10-09-2006, 05:26 PM
hehe Milla will do the trick :)
johnnymaster
10-10-2006, 06:00 AM
http://features.cgsociety.org/challenge/entries/15/11851/11851_1160456428_medium.jpg (http://features.cgsociety.org/challenge/entries/15/11851/11851_1160456428_large.jpg)
after 3 days hard work, here is the next milestone. I have improved the model, it wasn't easy to create a clean mesh but with distinctive details so that everybody can indentify the character as Milla. The poly amount increases from 1092 to 1900 polys. I put a texture into a shader with subsurface scattering, dispersioned reflections and rendered with GI, the face is only illuminted by the HDR-maps. The resuls looks nice, but is far away from finish, i will create fine shape details, pores and small wrinkles with zbrush later.
MacAndre
10-10-2006, 08:01 AM
hello johnnymaster,
the model looks very nice, maybe the nose is a littel bit too big, but the rest seems to be ok.
when i look at the textured version the texture looks a bit blurry.
keep up you good work :).
Abaddon
10-10-2006, 09:02 AM
Great work on Milla so far, should turn out great. Keen to see more concept!
Very interesting start ! :thumbsup: waiting for your composition, good luck!:thumbsup:
johnnymaster
10-10-2006, 01:02 PM
thanks guys!
@ MacAndre: yeah you are right, i have to improve the model further, this is just the basis for the Zbrush sculpting. The texture is truly too blury, the resolution is not very high, but in the final version there will be no phototexture, simply for testing this time.
@ abaddon: concepts will definitely follow, i'm just waiting for the book, furthermore, i'm a very lazy drawer, but this time i'll give me a kick;)
nice johnnymaster, greetings from another johnny, this time in Hildesheim :)
I think that the air-sled is first mentioned in the third chamber, being ridden by Mirsky. Good luck I think you are on a good track ..
johnnymaster
10-10-2006, 02:50 PM
thanks a lot for the info johnny!
dang! great modelling, she looks really good with the lights and textures :thumbsup: I'm gonna be keeping an eye on this one :)
Milkipanda
10-10-2006, 08:59 PM
:eek:...great! In one of the images her skin glows like a pearl :D.
Hey Linh,
Firstly I have to say you´ve pulled off some amazing work in such a short time. The likeness you´ve manages to achieve is amazing. I´m really looking forward to follow your work on this challenge. Your last post with the lighting is breath taking however the shadows on Milla´s face are a bit too soft.
Anyway I really think you should go ahead and use Milla for your final scene as it would give you such a sense of being in a film that it just has to be done.
Secondly you won´t have problems with copyright using somebodys image. This falls under the publicity and privacy rights which are to ensure that an individuals image is not subject to exploitation, degradation or ridicule.
You really should have permission of the person who´s image you are using, but if you are not giving it any commercial use and the person does not feel offended by the subject of your work, there should be no reason to worry.
:shrug: I pretty sure you´ll create a great image that even Milla Jovovich would feel proud to be in, so keep up you great work and you´ll have nothing to worry.:thumbsup:
P.S. more info at: http://www.loc.gov/homepage/legal.html
johnnymaster
10-11-2006, 12:39 AM
Hey Yone,
thanks for your great posting, now i'm sure there will no trouble because of the copyright thing.
And yeah, you are right, the shadows are too bright and soft. In fact, those lighting are a lot easier to achieve than a film-like lighting what has a harder, higher contrast look, but i aim at this.
And thanks for your big anticipation in this project!
see you later
TheSoracle
10-11-2006, 01:55 AM
HOLY MOLY linh! SOOOO GOOOD! You are most definitly off to a great start. Your model seems so accurate. I think i should take some pointers and spend more times and effort/care on my models.
Anyway, great job so far. Any news on other parts of your concept? Other then the character.
johnnymaster
10-11-2006, 02:01 AM
thanks a lot Steven! Any news? Actually no, i'm still waiting for the book, i hope the postman will bring it tomorrow, but i already have some stuff in my mind, don't be worry, i don't just fokussing on characters, i can't wait to work on the environment!;)
johnnymaster
10-11-2006, 01:54 PM
http://features.cgsociety.org/challenge/entries/15/11851/11851_1160571277_medium.jpg (http://features.cgsociety.org/challenge/entries/15/11851/11851_1160571277_large.jpg)
I have improved the model further, first time one can identify the model as Milla even without skin phototextures. Fine details around the eyes, under the nose etc. are still missing, i'm going to model such details in Zbrush later, this is just the base model.
your modeling looks very good :thumbsup:
can't wait to see more !
johnnymaster
10-11-2006, 01:58 PM
oh i'm sorry, the 2. and the 4. are the same!
@ swed: thanks a lot!
:eek: impressive man ! More! More! More! :bounce:
Hatamoto
10-11-2006, 02:31 PM
Linh, you really know what you doing !!!, and thanks for this "making of", i'm really learning a lot with you.
Nothingness
10-11-2006, 03:55 PM
Hey Linh,
love the texturing and lighting tests.
All i want to ask is if there isn't something wrong with the eyes? It looks like the inner side - the one close to the nose - is to deep! It kinds of makes the eyes look non-spherical.
on the modling part: did you examine the face on the image first, made a drawing with the loops, and than build the model with this skech as guide?
I must say it seems a good way to figure some parts out. I do the skeching part when my loops and topology is messed up and needs redoing. Figuring it out in photoshop is lots easyer and faster.
cheers and good luck
johnnymaster
10-11-2006, 04:45 PM
@ bouboul: thanks! The next update comes in a few days;)
@ hatamoto:: hey, i'm glad to hear that you could learn something with me! Feel free to post questions, if i'm able tp help i will do.
@ nothingness: yeah you're right, the mentioned eyepart is in fact a little too deep, expert eye;)
Actually i don't draw anything, i just do that to demonstrate the method. Firstly i examine a lot of pictures to find out which edge loops could match best with the face. During the modeling process i'm watching to a lot of photos, at some times my modeling only base on perspective photos and not on the front-side pics. I don't draw things out, but i always try to imagine lines on the photos, it's easier to get the geometry (in my opinion) when i see the face as several patches, so that the complexity of the face is reduce too a simpler object, that helps me a lot. Here i show you how i see it:
http://www.intistudio.net/lines.jpg
see you later!
Edit: In addition, i think if you are a good drawer or/and a good portrait-artist, it's a lot easier for you to model faces or other organic objects. I think a good method is to rotate the camera around the model and "draw" or sculpt the silhouette and then compare it with the silhouettes of the photos.
Very interesting technique :thumbsup: I am obseving yoour work to learn too :)
interesting WIP - that's a good way to see your method of modeling. This head is really looking like Milla, that's a good face expression too.
I'm waiting for next update!
TheSoracle
10-11-2006, 08:02 PM
Wow, each update has your model looking more and more like Milla. Your modelling is so accurate and detailed, I love it. Anyway, keep up the awesome work.
johnnymaster
10-17-2006, 04:36 AM
http://features.cgsociety.org/challenge/entries/15/11851/11851_1161056184_medium.jpg (http://features.cgsociety.org/challenge/entries/15/11851/11851_1161056184_large.jpg)
i have began to create the hair. I want to make wet hairs, because Milla (or Patricia) will stands in the rain in final scene. Wet hair is very hard to achieve i think. As you can see, there aren't lot of hairs, because this process is very time killing. At this moment, there are over 30 seperately strands. Each one contains 3 - 4 guide hairs, each guide hair must be posed seperately (i'm a control freak ;) ), each strand has a individual setup. I think i could post some hair renders in a few days.
Tenacious
10-17-2006, 08:12 AM
Hey looking good. Wet hair will look awesome. Are you going to get some rain drops running down her face as well? I'm keeping an eye on this one. Good work.
Always impressive work :thumbsup: Waiting for your hair renders dude:bounce:
johnnymaster
10-17-2006, 12:33 PM
@ bouboul: thanks man!
@ Tenacious: thanks! Actually, there will be no animation, everthing will be "freezed", due the lack of time. But there will be rain drops on her face!
claudiojordao
10-17-2006, 12:55 PM
Very impressive work johnnymaster! I'm still trying to find some time to jump onto this adventures too. Good luck.
johnnymaster
10-17-2006, 01:03 PM
thanks a lot Claudio and try to jump in! Good luck!
Hatamoto
10-17-2006, 02:05 PM
wow! johnny your work is amazing!!! but as i know that your objective is perfection, i think that you should work a bit more on his facial proportions in the front view, cheek and jaw bones mainly. You are a great organic modeler, congratulations!!!
johnnymaster
10-17-2006, 02:28 PM
Thanks a lot Hatamoto! Yeah, i always aim on perfection and try my best, of course that doesn't mean that my works are perfect. I'm going to work on the face mesh further, there are still things to improve. But for now, i want to finish the hair-work, because it a less controlable area for me due the lack of big experience in hair work. Thanks once more!
Well done man you've definatly got a strong likeness going there! What's wrong with the eyes in that last image though? Is it just me or is she badly bog-eyed? :shrug:
I love the wet hair idea, I'm dreading doing the hair on my character actually i've not done it before, I know I want very short, shaved hair but other then that I don't have a clue! :s
Good work anyways mate, keep it up, and thanks for your help over in my neck of the woods.
Nothingness
10-17-2006, 03:35 PM
hey linh,
great work on the head. I would say the outer part of the eye it too high, giving it a strange cat look. And maybe aim the eye-balls a little downwards so she looks straith forward. Just for preview!
Can't wait to see the hair rendered. So curious right now.
cheeers
johnnymaster
10-17-2006, 03:47 PM
@ Nico and Crin: Thanks guys! The eye thing......don't mind it, its just a sphere with simple planar texture applied to it, just to make the model look like human and not like a zombie, because i work at night and a woman with white eyes make me scary;)
This is only to present the hair work, the face model is not the current model, this model is even older than the last face WIP post. I will post hair renderings at the weekend or ealier!
See you later!
BTW: ears, halse and ears, this is not the final things for millas face, i just merge earlier meshes to the face to get a shape for hair creating, such things i will model later accurately.
ChewyPixels
10-17-2006, 05:28 PM
Coming together nicely. :thumbsup:
I would agree about moving on to the hair. She looks fine as it is. You could always go back to her later if you're not satisfied with her look. Otherwise, you just might not finish on time.
Looking forward to the next update. :)
johnnymaster
10-17-2006, 10:24 PM
http://features.cgsociety.org/challenge/entries/15/11851/11851_1161120250_medium.jpg (http://features.cgsociety.org/challenge/entries/15/11851/11851_1161120250_large.jpg)
here you can see some shots of my hair work. Because i have to render hair for animation, the rendertime must be incredibly short, so i had to find some ideas to improve the rendertime. The solutions are shadow maps instead of raytraced shadows and a well considered hair setup/shader. In the render picture you see a lot of hairs, but in fact it's just 5400 hairs. I think the final hairstyle will contain over 20.000 hairs, thats very little and ensure short rendertime even on usual computers. This hair render took me 5 minutes, thats fine.
How to do it exactly? I will post a detailed making of next time when i have more time.
See you later!
@ Jedi: thanks a lot! Yeah you are right, 3 months sounds like a long time, but it depends on what you want to create, i have a lot to do until january!
magnifybehnoo
10-18-2006, 07:01 AM
nice, looking for more update.:bounce:
VietEmotion
10-18-2006, 01:20 PM
goddamn, looks awesome the hair, i can´t wait to see this model be finished dude!
the hair looks good, as with everything else. January will creep up fast, there is a whole festive season to contend with too, :) you are doing very well.
johnnymaster
10-18-2006, 09:55 PM
http://features.cgsociety.org/challenge/entries/15/11851/11851_1161204956_medium.jpg (http://features.cgsociety.org/challenge/entries/15/11851/11851_1161204956_large.jpg)
quick update: here are some shots of the hair in different angles. The numer of hairs are the same, but i have reduced the thickness of the hair and the number of hairs per strand, but increase the number of the strands.
see you later!
Nothingness
10-19-2006, 12:19 PM
Just amazing piece of hair Linh !
i think i'll defenetly try out the maya hair thing. I hope i'll get somthing that comes close to this.
hip hip hooraaaay :bounce:
johnnymaster
10-19-2006, 01:50 PM
@ hobo: thanks a lot....yeah the whole festive season.......oh man, my relatives will ask me on xmas, why i look so busy and freaked this year:D
@ Nico: thanks man, yeah try it out, i hope you'll get great results!
ChewyPixels
10-19-2006, 03:06 PM
Great job on the hair, although there seems to be a greenish tint to it...could be my monitor.
It's good that you're working on your character first. This way I'll know who to go to if I run into problems with the hair. :p
AndreiSzasz
10-20-2006, 08:51 AM
good job with the hair , whaiting to see it done.:D
i'm working with max and i gues i won't do such a cool loocking hair from my character, without hair fx i can't do it :D so i gues i'll try something else.
good luck
johnnymaster
10-21-2006, 12:23 AM
@ Jedi: you can put your mind at rest, it's not your monitor, the specular color of the hair is in fact a bit greenish:) thanks for posting!
@ AndreiSzasz: thanks a lot! So why don't use hair fx? Is it a hair plugin for max?
johnnymaster
10-21-2006, 11:32 AM
http://features.cgsociety.org/challenge/entries/15/11851/11851_1161426724_medium.jpg (http://features.cgsociety.org/challenge/entries/15/11851/11851_1161426724_large.jpg)
quick update: i applied color maps to the hair, now the hair structure is more visible. Now i will add hairs on the left side and try to make the hair more wet.
Nothingness
10-21-2006, 07:46 PM
freakin awsome Linh !
are you using locks of hair spreaded over the head? Looks kind of like it. Now i'm defenetly eager to start modeling my character :bounce:
i hope i can get some work done tonight cause i just slept for a 6 hours after being awake for more than 25 hours. Working the night and shiting to day really messes up your stomach.
good luck m8
johnnymaster
10-21-2006, 09:48 PM
Thanks Nico,
what do you mean with locks of hairs? You mean strands? At this moment there are about 60 seperately strands coming out the head, actually it's a seperat headpart where the hairs are growing from, with a higher poly count and a topology thats match the hair growth better, it's invisible in the render.
6 hours sleep after been 25h awake? Man, thats hard dude, few weeks ago, i've worked on a project 10 days long, i have been awake for 3 days with 4h sleep inbetween, after this torture i've been burned out and must took some free days.
I'm really really curious to see your character design, if you have problems with the hairs, feel free to ask, i'm using xsi, but i think if there are general problems, maybe i could help.
See you later!
Nothingness
10-22-2006, 03:04 AM
yep, strands is what i ment. And i think it's kind of the same way maya hair works.
and thanks for providing me with great support. Really nice to have solid feedback.
I think i'll get amazing tips and crits when modeling my character. So far i've done it twice :banghead:
first time is in my previous challenge, and second is in my personal anatomy thread. I hope i'll push the quality much further than those 2.
anyway, i'm hitting the sack cause i can't focus enough.
curious on seeing your character finished!
cheers
GonzaloGolpe
10-23-2006, 01:08 AM
This hair structure is looking great! Patiente is a good weapon hehe. Good luck to you!:scream:
johnnymaster
10-23-2006, 03:43 AM
Gonzalo: Thanks a lot! Yeah, patient is a good weapon, but i also try to find ways to reduce time and effort, the goal is to be efficient:thumbsup:
Okay, it's not enough for a milestone, the render resolution is too small and i have no time, because i'm very tired and want to jump in my bed:scream:
Here you can see Patricia, remodeled, new painted texture, it's less Milla, this is the Patricia look, i've tried to get the look of a classic filmstar/beauty.
http://www.intistudio.net/patricia.jpg
good night all!
Nothingness
10-23-2006, 02:52 PM
:thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup:
johnnymaster
10-23-2006, 03:07 PM
thanks dude :bounce:
I will post a big milestone in the next coming days!
Nothingness
10-24-2006, 12:32 AM
I will post a big milestone in the next coming days!
YOU BETTER !! :twisted:
i'm so busy on uv-mapping and i got a big part done. I hope it'll all be mapped this night.
cheers
krrrk
10-24-2006, 07:37 AM
wow man, that hair looks really good !!! :thumbsup: :thumbsup:
and that patricia character looks pretty believable
much like how I would like her to look
hope I can make her as good as that
keep up the good work
thondal
10-24-2006, 08:09 AM
O_o!! The hair looks fantastic, so realistic. I hope I can make something close to that some day. Thanks for the "documentation" on the edgeflows. Keep it up! ;)
-thondal-
johnnymaster
10-24-2006, 01:27 PM
@ thondal: thanks man! Glad i could help a little with the edgeflows!
@ krrrk: thanks a lot! I'm looking forward for your character!
@ nico: hahaha, man what are you talking about? You have finished a whole vehicle, my head is not finished yet, in addition the body is waiting:bounce:
Nothingness
10-24-2006, 01:38 PM
@ nico: hahaha, man what are you talking about? You have finished a whole vehicle, my head is not finished yet, in addition the body is waiting:bounce:
oh well :blush:
i hope i can do the characters in the same speed, but i fear the worse. I'm not a good character modeler and it's so much harder than a static object.
ok, i admit, it was a challenge to get certain complex shapes lookin extremely smooth! I tried it many times before and never ended it because it looked like hell.
i guess that is why these challenges are so interesting. I learn more during the challenge than during a whole year on my own.
god luck on the body man! :thumbsup:
Conkrys
10-24-2006, 02:51 PM
This is awesome work you've done with Mila! What in the WORLD will the final product be if the wip is so excellent? I guess we shall have to wait and see :drool:
johnnymaster
10-24-2006, 03:23 PM
@ nico: thanks man! I think you'll manage it this time! I have done characters before, so i have some experience in this section, you can ask me all the time if you want. The next milestones contains efficiently UV editing for the face, texturing with photoshop and zbrush and zbrush sculpting, maybe there are the one or the other info that will helps you!
Have you finished the UV stuffs? Looking forward for you textures!
Good luck mate!
@ Conkrys: thanks a lot! But don't expect too much!:D
Nothingness
10-24-2006, 07:01 PM
I just finished my uv'ing ! :bounce:
posting an update at the moment!
and for tonight ::::: TEXTURING !!!
woooooohoooooo
ps. what would you suggest: i was thinking on doing the body complete (also as a matter of practice and portfolio material). Once the body done, i can do the clothes and make it fit the body. So the body is a guidance for the clothes! Or would you do the clothing directly?
I think that last choice is rather more difficult. You might spare a lot of time, but how hard would it be to get the shape all correct?
i think i'll go with the first and logical option.
cheers
johnnymaster
10-25-2006, 01:57 AM
http://features.cgsociety.org/challenge/entries/15/11851/11851_1161737830_medium.jpg (http://features.cgsociety.org/challenge/entries/15/11851/11851_1161737830_large.jpg)
heyho,
so, now the detail work begins and here is a first result, after this progress the face will get a new detail quality, i will add small wrinkles, pores and small shape details. The whole face has got 4 mio. polys on the highst subdivion level, the level you see here is not the full poly resolution but level 5 of 6. The ear looks a bit hard, but if you rendered with SSS it will get a very smooth look i think. I hope i can post some UV and texturing work tomorrow!
see you later!
Continuumx
10-25-2006, 06:15 AM
Impressive and quick work on the character head modeling, texturing, and hair:thumbsup:
you're doing a very great and realistic modeling Linh, maybe too much noise and/or displacement on, but it's "just" a wip so waiting the final.
:thumbsup:
thondal
10-25-2006, 09:23 AM
incredible. I´m stuck with my landscape sketches, and you do this.. man.. Good luck too you.
-thondal-
johnnymaster
10-25-2006, 10:23 AM
@ SweD: thanks man! Yeah, the shot was directly rendered in zbrush, it looks in fact a bit hard and noise, but wait for the final ;)
@ thondal: thanks a lot! Good luck to your too, i'm looking forward for your next works!
thondal
10-25-2006, 10:29 AM
thanks. just trying out a lot of stuff now.. No real idea yet. Thinking of the creation chamber, and how to make it..
How´s the body coming? started on it yet?
-thondal-
icedeyes
10-25-2006, 11:25 AM
love what you have done so far... the ear especially looks almost perfect... very detailed:thumbsup:
johnnymaster
10-25-2006, 02:59 PM
icedeyes: thanks a lot! Good luck for your trailer!
thondal: the body? No, not started yet, but it hasn't to be high detailed because it just must work underneath the cloth.
PS: specular....i mean the reflection of the light ;)
thondal
10-25-2006, 04:32 PM
thanks. I sat down and read a bit. Lots of stuff to learn still :P. Hoping to get some new ideas tomorrow. I might start a spaceship or something. I'm not sure if i should make a human model? i mean, i have tried once before, but i'm not good at it yet, so i'm not sure if it's going to pay off in this contest...allthough i might do it though.
yeah, i guess you wont need much details when there are clothes over the body. Good luck anyway.
-thondal-
varma
10-25-2006, 08:58 PM
That's some awsome modeling/detailing!
Looks great!
:)
Intervain
10-25-2006, 10:26 PM
nice work on your concept so far :) I agree about the ear being a bit too 'bumpy' it actually feels like an older man's ear now ;)
johnnymaster
10-26-2006, 04:27 AM
@ thondal: if you aren't sure about the character modeling, maybe you should model the environment at first, when it's finished and there are some time left, you could model the character!
@ varma: thanks a lot!
@ Intervain: yeah, you are right, on the render pic the ear looks in fact bumpy, but don't worry, it's the hard zbrush look, rendered with subsurface scattering it looks smooth and naturally, you will see soon ;)
johnnymaster
10-26-2006, 07:48 AM
http://features.cgsociety.org/challenge/entries/15/11851/11851_1161845329_medium.jpg (http://features.cgsociety.org/challenge/entries/15/11851/11851_1161845329_large.jpg)
hello everybody, big update this time! Here you see my UVs, painted textures, displacement and normal maps from Zbrush and the render test. Sorry, there are no eyes yet, i'm working on them! In the final scene patricia stands in the rain, so i've sculped raindrops and exported the map + alpha map. Pitty that i've forgot the create the cavity map, but i will do it next time. All maps are in 4k resolution. The image quality is very bad, in the originals you can see more details, i will post some high resolutions next time.
Okay, time to sleep, i'm very tired now ;)
See you later!
AndreiSzasz
10-26-2006, 08:05 AM
hey,
i like the way you did the uw's . expecialy that you breaked the lips Uw's (i always gott some problems painting the texture of the lips 'couse i lett them with the face UW's). :D
cool job.
thondal
10-26-2006, 08:13 AM
Cool UV´s... Not very good with UV mapping, but i´m going to work on it later. Currently rendering some clouds. takes like forever. It´s not very fast in blender... not the way i do it anyway... but throw in the eyes soon btw ;)
-thondal-
Nothingness
10-26-2006, 02:26 PM
just sweet,
i think i'll be learning a lot from you cause texturing a face isn't that easy. Really seems like i will rethink a lit of my techniques.
i was thinking, about the drops of swater running over the face! What if you tried it in a different way?
What if you duplicated the face (or the part alone with the drops) and give it ony a displacement map like now, except that the 50% grey color is a little darker so that tha parts of the face not covered with drops get a little deeper than the original face model. Then you could create a better shader with refractions and stuff that could give you a different approach. I think this could make it a little easyer on the shading of the face without concerning about the drops.
just a little brainstorming here :twisted: maybe gives you an idea!
can't wait to see the high res and better render ! :bounce:
such a very interesting thread ! like your way of doing and way to explain the composite, very useful and helping.
Intervain
10-26-2006, 02:51 PM
LOL the 'no eyes yet' label made me laugh :) It's really coming together nicely... she looks a tad too red now - skortched by the sun ;) Waiting for more updates :bounce:
johnnymaster
10-26-2006, 03:11 PM
@ AndreiSzasz: thanks a lot! I will write something about the UVs below.
@ thondal: thanks man, i'm waiting to see your clouds, blender is able to do so much, i have heard, it has a very nice fluid simulator, i've watched some videos, very nice!
@ Swed: thanks! I'm glad to hear this!
@ intervain: hehehe yeah, she got a bad sunburn, you see...the plasma tube on the stone is evil! ;)
@ Nico: hey, we have the same mind hehehe, the raindrops are already applied to a secondary face with alpha maps so only the drops are visible. ;) Both, pores AND raindrops don't work together, because the raindrops will have pores if you combine both, furthermore it will look very strange if the drops hasn't transparency and refraction. As you can see, the drops are transparent and reflects the light much more than the skin. Thanks a lot for taking time to share ideas mate, very kind!
see you later!
johnnymaster
10-26-2006, 03:51 PM
http://features.cgsociety.org/challenge/entries/15/11851/11851_1161874294_medium.jpg (http://features.cgsociety.org/challenge/entries/15/11851/11851_1161874294_large.jpg)
because some people want to create characters too, and are interested in UV mapping, i post this milestone.
I have done this kind of UV the first time, the causes to change from Zbrush's AUV tiles or seamless UV from one gush to this UV are the follows:
1. to use (nearly) the maximum UV space.
2. to share UV space highly individually.
AUV tiles is a click'n ready solution and works fine, but it shares for each poly the same size of precious UV space. So, the base idea is not to unwrap the face in many small parts with Unwrap wizards tools or something, but using the spere projection as the base. From there you have to make some handcraft. Relax the parts like eyes, nose, ear, lips and break them up, scale them up and then place them on a free space, maybe you have to use the magnet to fit the parts the the free spaces.
When you are finished you have a nice UV with a lot space for important, eye catching details like lips, nose and so on.
On my UVs, there is just one ear, because i only need one, the other one is covered from hair.
Good luck!
thondal
10-26-2006, 05:33 PM
Nice info about UV's. I might use it for my charachter is i'm going to be able to make one. Did the clouds, but had some minor problems. Right now, i'm stuck with no ideas of what to do... hopefully a long night of gaming and linkin park will help :P.
-thondal-
CME64
10-26-2006, 07:03 PM
good keep on
but what software do u using ?
good luck .. i like this actor
johnnymaster
10-26-2006, 07:32 PM
thanks a lot! I use xsi, cinema and zbrush.
krrrk
10-27-2006, 12:56 AM
wow linh, that face looks really impressive
love the texture job you did on that
I'll definitly try your technique on my model soon
spherical mapping on the face is interesting, never tried it so,'ll check it out for sure
waiting for updates :thumbsup:
give us more :bounce:
johnnymaster
10-27-2006, 05:33 AM
@ krrrk: thanks a lot! I'm looking for your characters! Want more? Here you go!
johnnymaster
10-27-2006, 05:38 AM
http://features.cgsociety.org/challenge/entries/15/11851/11851_1161923882_medium.jpg (http://features.cgsociety.org/challenge/entries/15/11851/11851_1161923882_large.jpg)
face sculpted in zbrush at 4mio. polys. Then i exported a displacement map + normap map for the last subdivision level + cavity map (for the reflection map later). As you can see, she has only one ear, the other, undetailed ear, i will sew it to the model later, because it will covered from hair in the final scene.
johnnymaster
10-27-2006, 05:43 AM
http://features.cgsociety.org/challenge/entries/15/11851/11851_1161924187_medium.jpg (http://features.cgsociety.org/challenge/entries/15/11851/11851_1161924187_large.jpg)
i have sculped the rain model further, now you see a lot more water over the face. During i sculped the waters, i painted a alpha map at the same time, so when rendered, only the water is visible. Then i created a water shader with physically correct refraction index.
johnnymaster
10-27-2006, 05:45 AM
http://features.cgsociety.org/challenge/entries/15/11851/11851_1161924358_medium.jpg (http://features.cgsociety.org/challenge/entries/15/11851/11851_1161924358_large.jpg)
here you see both combined, the water model and the face model, in addition i added some drops flowing down the nose, chin and ear.
johnnymaster
10-27-2006, 05:53 AM
http://features.cgsociety.org/challenge/entries/15/11851/11851_1161924805_medium.jpg (http://features.cgsociety.org/challenge/entries/15/11851/11851_1161924805_large.jpg)
here you see Patricia (alias Milla) in rain, rendered with my painted texture map, displacement map, normal map and cavity map. At next i will add a baked ambient occlusion map to the map collection ;) Lighting done with HDRI and global illumination, the skin has soft reflections and subsurface scattering, the hard look of the sculped model is away, the skin looks very smooth now. On the ear you see the back scatter effect. Pitty there are still no eyes yet, but i will work on them!
Good night all!
krrrk
10-27-2006, 08:22 AM
:eek: :eek: :eek: :eek: wow
that looks really really good
my god
amazing
I can't really follow all the technical info (what for instance is a normap map ?) but I can tell that this image looks so life like, congratz linh
I just have 1 small thing I don't like that much
those drops that fall from nose and ear make it look like it's not rain but more a slimelike substance
or meaby that's because we don't see the rain falling down around her yet, I' m not sure
anyway this is good stuff
keep it up:thumbsup:
fellah
10-27-2006, 08:37 AM
ah yes, the last update looks great!
for me the biggest flaws are the eyelashes which looks a bit flat. maybe you could add some modeled lashes, above the texture.
secondly, the dark shading between the teeth and lips looks unnatural, try softening that a bit. maybe give the lips more reflection to. but i'm talking subtle changes..
goodluck with the eyes! hard part..
WOOOOOOOW! HOt stuff dude :eek::eek::eek::eek::eek:
impressive work, I am learnig many with you ! :bounce:
Keep up the excellent work mate, I can't wait for your next post :thumbsup:
johnnymaster
10-27-2006, 11:38 AM
@ krrrk: thanks man! Normal maps are like bump maps, but more advanced, they stored not only the high/depth info, but also the directions of the normals.
to the rain thing...mmh, i think maybe it looks so, because the lack of the rain in the environment, here is one of my photo references for the raindrops, the good old neo:
http://www.intistudio.net/neo.jpg
@ fellah: thanks for great crits, exactly the things which i want to improve at next. I will definitely model the lashes, it's not final! Thanks once more!
@ bouboul: thanks a lot mate! Glad to hear you could learn something!:thumbsup:
gpepper
10-27-2006, 12:51 PM
It is well done ! The only thing which is a pity is that she really looks like Milla jojovich...
TheFirstAngel
10-27-2006, 06:03 PM
a trick to make very fast modelelled eyelashes is to select the edge where they grow from, clone and extrude it, then subdivide the resulting geometry to get the curvature of the all overshape then subdivide to get the rounding nice, ring select edges and on the length, extract those and set splines you gained like that to renderable, if xsi/cinema has that option (i work with max), so all left to do after you done that is to bring in a bit of variation et voilà, nice singlehair lashes done in 3 mins ^^ later, when doin the rig, attach them to the eyecloser bone(s) (i usually create 4 hemi-spherical helperbodies to open and close eyes or change shape and position wich i then simply attach to the headbone. hope that helps :)
ps: not just helping falbala, but well, you seem to know quiet well what you do so no need for overpaints or general support in anatomical tweaks - seems not to be yor first model ^^
johnnymaster
10-27-2006, 06:14 PM
@ FirstAngel: hey thanks, very quick method to create eyelashes, i will definitely check it out, in addition i will transfer the splines in polygons, to add micro waterdrops on them. Thanks again and good luck to your illu work!:thumbsup:
thondal
10-27-2006, 07:08 PM
Hi. Didn't know that about the matrix movie. Oh well. Love the drops on her face. I just managed to finish the clouds in my scene before i called it a day(week). Not sure what to do next. Maybe the waterfall, and then fix the grass after that. But anyways, cool way to make sweat/water drops on.. didn't think of it before.
-thondal-
Nothingness
10-28-2006, 06:54 AM
heya,
i finaly got some time to write. Those last renders really are awsome! Maybe a little too much orange, but i think it's because of the HDRI!
and yes, seems we share some ideas :thumbsup: only difference is: you think and do them, while i'm only stuck with thinking about them.
I hope i can do some work this weekend cause it's been slowing down a lor. (Work :banghead: )
anyway, great progress man!
johnnymaster
10-28-2006, 07:49 PM
@ thondal: nice to hear that you like the waterdrops! Good luck with the waterfall, sounds like hard work! ;)
@ nico: hey...yeah you're right, it's too orange even though HDRI, there are some bugs in my skin shader. Now i'm recreating the skin shader, i want to lighten with HDRI and direct light, at this moment the skin only works with HDRI, let the skin looks realistic with direct light is very hard. In addition i will sculpt a secondary displacement map, now the displacement of the skin is a mix of maps and procedural shaders. I had to move the face from xsi to cinema, because mental ray is too slow for this project. So i have too render the xsi hair seperately and do some compositing, i hope this is not a problem for the jury, otherwise a have to create the hair in cinema. Along the way i began the work on the body. Maybe i will render a skin video in few days!
thanks and good luck further on!:thumbsup:
Nothingness
10-29-2006, 01:18 AM
compositing or rendering with diferent renderers or software shouldn't be a problem for the jury. If it's 3d, then the end product counts.
About the lighting and HDRI:
i don't know if you wondered on how i did my lighting on the model - to show it - and how to get nice reflections on the chrome? But in the beginning i also saw that it's been done a lot with HDRI. In a way i use the same technique, but i control it much better. You can compare it to a studio photoshoot. What i use is a spotlight, and 2 planes that are very large and have a maya surface shader. This shader gets a color that goes beyond the value of 1 that white has, and has a 5 or 10. Making it 5 or 10 times brighter than white. Because you control everything, you don't get unexpected colors showing up. 1 of the planes casts final gather light and the other doesn't. When using a glossy shader, you set the reflections to a 0.1 and it only reflects the bright color and nothing else.
I think you could try it to have a very solid and controlable lighting. Or i am just a huge noob at HDRI :banghead:
The way i work seems to work so far and gives a nice look to chrome and reflective shaders.
I also think if you then work with large scenes, it is usable if you place the light planes correctly and let them be visible only in reflections and not casting any FG light.
so far one of my thoughts dude!
ps. it's strange, but since i'm working on another HDD - that in the meantime got defragged - working on shaders got much lighter and enjoyable.
cheers
johnnymaster
10-29-2006, 01:40 AM
compositing or rendering with diferent renderers or software shouldn't be a problem for the jury. If it's 3d, then the end product counts.
yeah, that sounds logical...to make the hair a second time would kill my nerves:D
And yes, i know this technique, it's in fact a fine method too create nice reflections for product presentations, in maxwell render, the light system base on this method, there are no any light objects, only polygon objects with light ermitter tags. But the purpose of using HDRI in my project is too enclose the objects in a environment for a more natural lighting, but only with HDRI maps you haven't big control, unless you will manipulate/paint the maps...so i want to use direct lights in addition. I think your method is perfect for product shoots, but for "real life" looks i would prefer a environment lighting, maybe you should combine both, HDRI environment with direct lights, maybe i looks better, i'm not sure.
Very interesting to read about others techniques, i'm always curious about such things.
sounds in fact a little strange with your HDD hehehe, that brings me to an idea, long time passed since i defragged my HDD...
edit - 10 minutes later: hey dude, your suggestion brings to me a idea...to combine both, hdri environment, and poly objects with a bright shader like you are using instead of the usual lights...some results later! Thx again:thumbsup:
highbred3d
10-29-2006, 02:26 AM
Nothingness - That does sound like a good idea, sounds very controllable and photographic indeed..
Johnnymaster... man you are just fast... Im looking forward to seeing where you're going with this one.
gardogg
10-29-2006, 03:07 AM
I think the model looks really good. The rain is impressively done too. I hope the details will not be lost in the final image though.
Tenacious
10-29-2006, 11:38 AM
Mate! I am in love with that model! those textures are awesome and the rain drops are more than I imagined them to be.
I do agree however that the raindrop on the nose looks like slime/snot. The matrix could get away with it because it was a moving shot and there's has a slightly bigger end on it. (tear drop shape). I think it only looks like snot because it doesn't bulb at the end like a leaking tap would. the one near the ear doesn't look as bad for some reason. It looks very life like well done. :thumbsup: Keep up the good work.
Nothingness
10-29-2006, 11:55 AM
ow yeah,
i forgot:
the rain on the face is awsome, but what are your intentions on clothing?
Maybe I was thinking about lots and lots of LATEX !! :bounce: :bounce: :bounce: :bounce:
:twisted: :twisted: :twisted: :twisted: :twisted:
edit: i know it's suited for product-visualizations, but this is because i am only using solid colors. When You have a scene, i doubt that you have a hdri map that maches this scene. So to get a realistic lighting maching the scene, you gotta do some things to the HDRI. Plus, i doubt you can use an HDRI in a complete scene. Unless it's just the sky. But in my case, it's more the tube emitting light.
But those are problems for later.
cheers
johnnymaster
10-29-2006, 12:59 PM
@ highbred3d: thanks man!
@ gardogg: i hope too, i will try to render the scene in a very high resolution to capture all details.
@ tenacious: thanks a lot dude! Yeah, i wil try to improve the rain further, maybe i need some more photo references, maybe adding some wind effects or so. The face looks in fact very life like at this moment, but it does only work with HDRI lighting, looking forward for the new stuff with a much more dynamic look ;)
@ Nico: thanks dude! Clothing....yeah, this is the big question. I'm thinking on a classic look with a thin black material as the shirt, which is very thin and wet, so it's stick on her body on some parts:twisted: Then she wears a wide overall who the over part is falling over her legs and some worker boots ;)
About the HDRI thing: sorry, i hadn't explain my intention with the HDRI for the FINAL scene yet...
You are right, i haven't a HDRI map that matches the scene, but i'll go another way. The environment is lighten by the tube and lights on the streets and so on, then i will render a 360° shot of my environment in HDR, THEN i'll have a map that matches the scene ;)
see you all later!
johnnymaster
10-31-2006, 05:53 AM
http://features.cgsociety.org/challenge/entries/15/11851/11851_1162274034_medium.jpg (http://features.cgsociety.org/challenge/entries/15/11851/11851_1162274034_large.jpg)
hello everybody! I've begin with the body but here is something from the face. The final model is done in Zbrush, so i exported the new displacement map and normal map.
The painting progress on the diffus texture is on a very early stage, what you see now are maybe 25% from the final diffus color texture.
What makes the skin realistic is not the color texture, but the complex subsurface scattering, i have worked some days on the SSS and done lot of experiments, the renderer had to put out a lot of crap until these results what you can see here ;)
The lighting was done by direct lights, the benefits compared to my old HDRI-only lighting it that direct lighting is fully controllable. In this test i used 2 lights.
Now the skin color is changing dynamically to the lights, near the shadow in the dark areas, the skin is redder and more saturate.
The light goes into the skin and then scatters, to see very nice on the nose, lips and especially on the ear with backscatter.
There is also a flesh layer, created with a combination of several procedural shaders under the skin diffus color layer and a vertex map to appoint how thick the skin is, on thin areas light goes easier through the skin and one can see more flesh.
In addition scattered reflections simulate the thin oil layer on the skin, tomorrow i will make a vertex map for this feature so that the lips will reflect more lights than other areas.
I will complete the body in few days, then i'm going to make some eyes for her, finally. After the character work two months left for the rest of work, i hope that will be enough!
Good luck all and good night!
She's looking great johnny, and really really wet ;)
I'm looking forward to see what you have lined up for her to wear, keep on like this and you'll finish, good luck ..
flaeticia
10-31-2006, 07:59 AM
great work man !
great zbrushing and shading ;)
Nothingness
10-31-2006, 12:32 PM
Auwch, auwch, auwch ...
let me say that again: auwch
AAAaaaaaaaauuuuuuuuwwwwwwwwcccccccchhhhhhhhhh !!!
this is the stuff man!
so are the pores also sculped in zbrush or can you work with bump? So that you have a displacement for the big shapes, and a normal map for the details?
And what about color? Where did you paint that?
And your different lighting really shows the shape of the face nicely.
can't wait to see it finished.
ChewyPixels
10-31-2006, 02:26 PM
Great job on the shaders! :thumbsup:
I don't really like the sculpting on the ear. Looks too lumpy like a boxer's ear. Still, it doesn't look bad in the renders.
I'm curious what your final scene will look like. Do you plan to have it more concentrated on the character? Perhaps you could draw up a quick sketch of what you plan to make. :shrug:
Looking forward to the next update. :)
woooooooooooooow ! :eek::eek::eek::eek:
simply splendid Mate ! :applause:
" finish me " with the body now ! :beer:
johnnymaster
10-31-2006, 02:53 PM
@ John: thanks a lot man! It will be hard to make the cloth wet and sticky, hope i can achiev that...
@ Jedi: Thanks mate! The thing is, everything without SSS looks very, very bumpy, also her skin, especially on the lips, but if you set SSS on, it smooths everything out.
And no, i'm going to concentrate on the environment too, i've planned a huge landscape, when the character work is done, i will show you some drawings!
see you later and may the force be with you ;)
@ flaeticia: very kind, thanks a lot!:bounce:
@ Nico: hahaha, hey thanks a lot man! What you see above, the grey rendering, this is a screenshot from a Zbrush render, all this was done in Zbrush, the little pores are also geometry. Then i exported a displacement map for rougher details and a normal map for fine details. The final skin material has several procedural shaders as bump for micro details, what you can't see on those shots, one can only identify such details in HD resolution. The color is done by photoshop to paint in 2D and bodypaint to paint directly on the model, i think maya has also a tool to paint directly in 3D right?
thanks and see you later dude!
@ nabil: thanks man! Let's clink glasses on the wet body hahaha :beer:
nwiz25
10-31-2006, 02:58 PM
dude! im speechless! :eek:
just 2 words for u ....
ultra realism!
cheers buddy! :beer: good luck for da challenge! :thumbsup:
highbred3d
10-31-2006, 05:20 PM
Linh... great job on the shaders! Looking really sweet... are you rendering out alot of passes and compositing outside the renderer, or are those straight out of the software?
Can't wait for more!
johnnymaster
10-31-2006, 05:26 PM
thanks Brad! No, actually the renderings are directly come out from the renderer, there aren't any post works yet, but i think, for the final rendering i will render in passes to adjust the color of the oily reflections.
thondal
10-31-2006, 06:53 PM
Man. Love it. Absolutely amazing!! Currently reading the book, hope to finish it in 2-3 days. Keep up the good models
-thondal-
johnnymaster
10-31-2006, 07:08 PM
@ thondal: thanks dude! Yeah i'm also reading the book now, theres about 300 pages left, hope could finish it this weekend.
@ all: okay i have realized that the character work burns me out a little, so i'm changing to the vehicle work now - because i'm very hot to do it - when this is finish i think the motivation for the body comes back to me. I have lost a lot of speed in the last days, so i think its good to change the topic for a while, to get my speed back.
Nothingness
10-31-2006, 11:20 PM
that is - of corse - a wise decision!
i'm not going to try it cause i'm so cloes to finishing the car. I don't know if i'll finish it tonight, but if i finish it before i need to take my computer in, it'll be great. When i'm computerless - accept my laptop - all i can do is concept and lightweight modeling.
so lets hope for the best.
Good luck on the vehicle.
TheFirstAngel
11-01-2006, 04:33 AM
kick ass job. my best wishes to get through the timeline on this insane level of detail ^^
i remember my alienware challenge with 2x18hours rendering on 2 layers and going nuts about it and finish it on the very last second. hope you planed your project well enough to keep up the rest of your project in timing :) this is freaking awesome to watch, and i enjoy your extremely great work very much, keep up your great work and thanks for your constructive crits over in my illu thread :) keep on rocking mate, looking forward to your next update! :beer::buttrock::wip:
johnnymaster
11-01-2006, 05:36 AM
@ Nico: Thanks Nico! ......of course, in your case it doesn't make sense, your vehicle is pretty finish (nearly). And sad to hear about your computer problem, so how long it takes to repair your machine? Maybe few days of making concepts and base modeling are not too bad, too!
See you later dude!
@ Angel: Thanks a lot mate, very kind, very kind! Yeah the thing is, i always work til the last second:) I've planned 1 - 1,5 week for the rendering and compositing - still and video, i think that will be enough, but as you know, 3D work consists 1/2 artist work and 1/2 technical problem-solving what is unpredictable sometimes...
I saw your alienbrain work last week, very nice and interessting WIPs! Thanks once more, i'm looking forward for your illu work that i likes a lot!
:beer:
spire
11-01-2006, 01:38 PM
Cool. It become more intresting already.
Keep up the good work!
Regards , Spire.
beeindruckend!
can't wait to see this one finished
johnnymaster
11-02-2006, 06:57 AM
http://features.cgsociety.org/challenge/entries/15/11851/11851_1162450656_medium.jpg (http://features.cgsociety.org/challenge/entries/15/11851/11851_1162450656_large.jpg)
as i said i'll change from character work to the vehicle work, here are the first results after 16h hard, hard work ;) Modeling done traditionally with polys, exported to zbrush, sculpted some fine details, added the brand "isccom technologies" on the wheels. Go back to cinema, adding dirts and little stones on the surface, then create the material, after the skin totures last week, this material was like a massage for my brain, to save time without lack of quality the material created by several procedural shaders + normal map from zb + my best friend names subsurface scattering and thats it! Hope you like it, well, i'll jump in bed now, need a lot of sleep, it's 8 in the morning now!
Good morning!
Nothingness
11-02-2006, 09:35 AM
damn, even SSS for a tire? You are on a roll man.
It looks perfect. Don't know is the SSS works but it's your rendertime anyway. How long did it take? And what kind of hardware do you have?
anyway, i try to cut back on the rendertime.
and 8am? Great, you held it out longer than me.
But look at me now, i went to bed at 6am and at 10 i got out :argh: :banghead:
much fun for the rest m8
GonzaloGolpe
11-02-2006, 09:53 AM
Oh man, you´ll do a wonderful final image. Bravo for your patiente!:applause:
gringer
11-02-2006, 10:10 AM
Amazing work. How exactly does one model a tyre like that? Using the array tool?
Cheers :D
johnnymaster
11-02-2006, 02:36 PM
@ Nico: thanks Nico! Yeah, SSS everywhere...there are 2 main reasons why i've change this project from xsi to cinema - fast micro displacements and ultra fast SSS. Additional reasons are fast setups of complex procedural shaders. Cinema has a lot of SSS shaders for any kind of use. The tires are using a simpler calculation where the skins calculation is very very complex and takes huge rendertimes. The tires rendered by a resolution of originally 800 x 600 in 5 minutes, very fast. I work on a AMD 64bit 3000, 3GB ram on windows 64. Last week i won a pc tower and a very nice crossfire mainboard for intel core duo from a funny flash contest ;) so now i'll buy a new core duo cpu and more ram to have more firepower!:bounce:
At 6 to bed and at 10 out? Hahahaa, oh man dude, thats hard! I need my 7h sleep!:scream:
@ Gonzalo: thanks man! :beer:
@ gringer: thanks a lot! No, not the array tool, just model it as a plane shape, then use the bend tool to bend it to the circle form, you have to use some handcraft and merge tools to merge it all toghether. Good luck!
ChewyPixels
11-02-2006, 02:40 PM
Really sweet tires! :thumbsup:
Why add SSS? Have you tried rendering the tires without it? Right now the tires look a bit like polyurethane instead of rubber. I don't think rubber scatters light like that. Just a suggestion.
johnnymaster
11-02-2006, 02:52 PM
@ jedi: Thanks a lot! Why add SSS? Uhm....because it looks more naturally?:D Actually it's not the usual kind of rubbers, i have used photo references from le mans 24 tires, these tires have a more plastical look, you see:
http://www.intistudio.net/tirereferenz.jpg
ChewyPixels
11-02-2006, 03:01 PM
Ah, I see. It's subtle, but it's there. Are you going for a more 'sporty' look to your truck?
johnnymaster
11-02-2006, 03:04 PM
yeah, actually a little classical future, just a bit, like blade runner, mixed with military designs!
highbred3d
11-02-2006, 04:14 PM
Linh... you sure love your SSS... your tire is looking pretty slick, great job...now I can't wait to see what you do with the truck!
TheFirstAngel
11-02-2006, 04:41 PM
first of all thanks man, cheers! hahaha, the next thing that comes into my mind is errrr you must be terribly bored, this guy has way too much time ;) level of detail, sick again. final polycount on your scene must be... astronomical? well you must have a monster of a machine, i remember i had to create a part of tehe airport last year for a videoproduction and had to reduce the scene aftert the message "application ran out of memory and will close now". if yourtires already look like that, god heavens how will the rock look like :p glad 4 u you didint deciede to model the way for the fact thats the pathway to infinity ^^
keep up the great work man, kick ass job on the tires, as expected. keep on rocking :beer::buttrock::wip:
johnnymaster
11-02-2006, 05:57 PM
@ Brad: thanks a lot mate! I'm sitting on the design of the "truck", this verhicle will be so ugly...i could only name it "ugly bastard", yeah, thats a good name of my vehicle. I like the idea of a beautiful heroin and a huge, ugly monster as her vehicle.
@ Angel: hahaha, too much time? Yeah but hey, on this challenge theres another guy...with entries in each category....:twisted:
Astronomical match this topic best i think hehee. Seriously, i'm prepared to render a lot of passes, you know, like the "temple of kurast" project but on a much higher level.
Thanks once more and keep on your breathtaking work dude!
PS: i will post a 2D concept at next, glad if the master himself could give some crits hahaha!
Nothingness
11-02-2006, 07:31 PM
hey linh,
i hope you got the mails i send a moment ago. It seems you had 9 Mb free cause i din't got the mails returned ;-)
and about the rendering: 5min is not that bad. The renders i send you are 1920x1200 and took 30 min each. With a little lower sampling and a hard to nitice decrease in quality it renders in about 10min :blush:
but hey, i got 4x2500MHz :blush:
so this gave me an idea, you were deciding to buy a core duo for that motherboard? Well, if you take a core 2 duo, you'll have 64 bit's as well. And if you wait you could buy a core 2 quad later this year :twisted:
i think that could get you some speedbump. Anyway, no less than 64bit. And i thought the core duo socket can hold the core 2 duo. And the core 2 quad should fit in hte same and uses about as much watt as the core 2 duo. (Just something to think about ;-) )
and about the sleep, yeah i need 7h too. 8 is perfered. I spend the whole day awake but not with a clear mind. So i'll think i'll game a little to get me budy.
cheers
leif3d
11-02-2006, 08:33 PM
I can't believe you actually modeled those raindrops!:eek: (eventhough that wouldn't work for an animation production)...it looks incredible.
Your work is really something special man. Good luck.
johnnymaster
11-02-2006, 08:43 PM
@ Nico...i see, i'm speaking (or writing...) with an computer expert hehehe, but yeah, thats sounds nice, intel core 2 quad.....wow, hope my budget will be big enough for this:D
About the mail thing....i didnt get any mails from you, mysterious, i think it was too big for gmail, maybe you could compress them at a higher ratio for me? Thanks a lot!
@ leif3d: thanks a lot man, pitty it doesnt work with animation...at first i wanted to use realflow, but the simulationtime was to huge, so i sculpted the drops!
PS:
" It's all about problem solving..."
exactly!!
thondal
11-03-2006, 07:46 AM
Really loved those tires! Any concept on the veichle which they are going to be attached too ? :P
just got my internet back btw, so i´m up and running again, but now it is week end soon, so mostly pen and paper for a few days, conjure up some sketches. Btw, started on the body yet? I might have missed it if you said you have begun on it, but, I ask just to be sure ;)
-thondal-
johnnymaster
11-03-2006, 02:59 PM
thanks man, and....yes, concept is coming, today in the night or tomorrow. I hadnt draw for 6 months, so my hand and brain slow down a lot. I've began the body work, but i will post it after the vehicle is done! See you later!
amz23
11-03-2006, 10:38 PM
Both Milla/Patricia and the tire look great!
However I'm a little unsure why so much detail for the tire, it sure looks great but perhaps there are some parts of it that won't show in the final scene (the studs for example :hmm: ). But hey, if you manage to keep the scene at that LOD, it'd look great at very high res renders or close-ups of any area you'd like :thumbsup:
Cheers!
johnnymaster
11-04-2006, 01:04 AM
http://features.cgsociety.org/challenge/entries/15/11851/11851_1162602262_medium.jpg (http://features.cgsociety.org/challenge/entries/15/11851/11851_1162602262_large.jpg)
okidok, here you see the truck....actually, its a mix of a hummer, a military jeep and a little of the new batmobil ;) and thats it, i name it "ugly bastard" ;) As you can see, its not finished, because i have no idea for some parts of the wheels, so i let it how it is and begin with the modeling. On the front you see a mechanical crab arm, i think its a nice idea and a handy tool to grab things for analysises etc. I hadnt paint of over 6 months, so i'm very slow at this moment, this concept took me nearly a day, the tires are rendered. The idea is to design a rude monster of a vehicle, thats complete different to Patricias character, i think they both complete each other. The tires on the back are also able to turn, so the vehicle is able to turn around 360° while is still position, like in the book.
This is not the final version of the vehicle, its just a guide for me to hold on while i'm on the modeling. I think there will be a lot of changes until you see the final version.
See you later!
Henrikl
11-04-2006, 01:15 AM
Hey man. I missed your thread completly. I'm too into the trailer section. Looks bleedin brilliant man. Keep up the good work, I'll check back with critique next time...
GonzaloGolpe
11-04-2006, 01:47 PM
The design is very cool ( yep, it reminded me to the new batmobile hehe) an I like the idea of the turning wheels. It´s cool to put a different and original element.:thumbsup:
Nothingness
11-04-2006, 03:21 PM
hey Linh,
just a sweet concept man. I wish i could slech like that. I might need to practice more :banghead: but i never get around to doing so. Anyway, one can't do all i guess!
And i almost feared you painted the tires, but guess not.
anyway, i'll me trying to mail in a second. It's strange i didn't cot anything returned. Perhaps they didn't like it at gmail and decided not to send it trough :argh:
anyway, keep it up mate. And will you be using much dirt as well? :twisted:
krrrk
11-04-2006, 08:44 PM
hey linh,
nice car design
would love to see it in action
:thumbsup: :thumbsup: :thumbsup:
johnnymaster
11-06-2006, 05:16 PM
@ Henrikl: thanks man, you are always welcome, so i'm looking forward for your crits!
@ Gonzalo: thanks, thanks, actually...the design changed a lot, but i cant post the new concept because it was made by hand and my scanner is defect. So...be prepared for some surprises.
@ krrk: thanks dude, i hope can finish it in a week, that would be very fast, hope i can manage it!
@ Nico: thanks man! Yeah, the tires are rendered, seriously, i would be crazy to paint such things for a concept:D
About your mail...i got nothing hahaha, i really dont know why, because normally gmail works great, very odd!
about the dirt...actually no, the vehicle will has a used-look, but not very dirty maybe except the tires.
anyway, good luck further on mate!
tastatura
11-06-2006, 05:26 PM
this is impressive go on :thumbsup:
daWinky
11-06-2006, 05:37 PM
Hey there...
your Patricia model is just splendid, outstanding work:) ...but now I see you're doing nothing less for your vehicle:eek: ...if the rest is as detailed as the tires I just can't wait to see more of your design. Keep up your great work!:thumbsup:
Cheers,
-sabrina
Nothingness
11-06-2006, 06:13 PM
about the mail, i guess you'll have to wait a little till i got the big Mac back.
waiting for updates ;-)
johnnymaster
11-07-2006, 06:16 AM
@ tastatura: thanks a lot:beer:
@ Sabrina: danke, danke, very kind words. I'll try to keep the detail level, but actually i'm worrying about the vehicle design. It's hard to achieve a good design, a well balanced and authentic look of functionality and nice shapes. Anyway...thanks once more and good luck with your work:)
@ Nico: uh alright, i'll wait and try to post some big updates in a week, so please looking forward!
JHarford
11-08-2006, 08:40 PM
uh...you...are...god! :eek:
TheSoracle
11-09-2006, 01:56 AM
Amazing modelling Linh. You are the ultimate johnnymaster :D
So good so far. I love everything you have done. Can't wait to see the scene come together.
TheFirstAngel
11-09-2006, 07:49 AM
hahahaa i am 2 days busy with webdisastermastering and you come up with that big badass brummbrumm? :scream: yep with yours and my words that so far fits the descrption "B.A.U.B" Bad-Ass-Ugly-Bastard ... hahaha looks like the kinda vehicle wich is great fun to make a joyride trough gardens of residental areas and the local golfcourt with - lets take a ride - ya with that?:p jk. great concept work great modelling, fast efficent and burnin' hot. hold that pace and keep on rocking!:beer::buttrock::arteest:
PhuongDPh
11-09-2006, 11:06 AM
oohoo, very nice work, keep it up and good luck http://forums.cgsociety.org/images/icons/icon10.gif
Chào.
johnnymaster
11-09-2006, 06:00 PM
@ stripe: hahahaa :cry:
@ soracle: thanks a lot Steven! "The ultimate johnnymaste"? Hahaha:D Good luck further on for you!
@ angel: hahaha, yeah, B.A.U.B. sounds good, i think i'll keep it:D The design has changed a lot, so be prepared for the final version, i will post something new as soon as possible! Thanks a lot and good luck mate!
@ LATROMMI-SUINEG: thanks dude! Nice work you have there, i'm also from hanoi original! Chao!
TheSoracle
11-09-2006, 08:16 PM
Thanks. How long have you been working in 3d. I mean... how are you SO amazing? The modelling and rain are killer-sweet :p. Got any tips or spare time to help a noob? :p
-Steven
johnnymaster
11-09-2006, 10:31 PM
steven: hahaha, please don't overrate me! I work in 3D since i'm 17, now i'm 23, that means: for 6 years, yeah i'm good in math:D So...that means i'm not a big professionell with decades of experiences:shrug: But i'll try to post some little tips in your thread if you'll post something new:bounce:
rastko
11-12-2006, 04:48 PM
Hey Linh, again great models ;)
Keep up good work
gardogg
11-13-2006, 04:47 AM
Man, you sure know how to make a concept sketch look cool! Your sketch sure beats my pen and typing paper sketches! haha
chaitanyak
11-13-2006, 04:57 PM
awesome sketch, can't wait to see how this turns out! :)
icedeyes
11-14-2006, 09:51 AM
I haven't been in your thread for a while and all i can say is that: 1) the patricia model is extremelly realistic and the rain looks absolutely incredible and 2) the vehicle looks trully nice... Jaw dropping stuff...
johnnymaster
11-14-2006, 05:49 PM
http://features.cgsociety.org/challenge/entries/15/11851/11851_1163526590_medium.jpg (http://features.cgsociety.org/challenge/entries/15/11851/11851_1163526590_large.jpg)
hey there...quick update, i've decided to make some individuals tires for the back part, so...here it is. Same technique like the front tires, some shader improvements, added some sand and wet effects. Textures still are procedural, 4k normal map for the branding was done in zbrush.
see you later!
johnnymaster
11-14-2006, 06:00 PM
@ abishai: thanks a lot:beer:
@ gardogg: hahaha thanks, I've done this concept just to show you guys the look of my vehicle, but for me personally, i'm still using quick pen n paper sketches.
@ chaitanyak: thanks! I will post some vehicle shots next week!
@ icedeyes: wow, very kind, thanks!:bounce:
in general:
i'm going to post some vehicle shots in the next coming days, at this moment i'm working hard on it, maybe you are worrying if i could catch all the details in my final render, i'm working hard on the details to achieve a resolution of at least 8k, maybe 10k.
chandro
11-14-2006, 10:45 PM
it look so real!! can you post the wireframe of the tire?:thumbsup:
johnnymaster
11-14-2006, 11:31 PM
@ chandro: extra special service for you ;)
http://www.intistudio.net/wire-backtire.gif
chandro
11-14-2006, 11:50 PM
Thanks!! wow!!! i like the way you model and texture. looking forward for more updates. subscribing to this thread!!:thumbsup:
simovici
11-15-2006, 04:54 PM
WOW, that model of the tire looks AWSOME. Is it made entirely procedural? Can u post a print screen of the shading network. Thanks you.
johnnymaster
11-15-2006, 06:13 PM
@ chandro: thanks!:beer:
@ simovici: thanks a lot! Sorry, but its impossible to post a shading network, because there's is no shading network in cinema 4d, it works with a kind of a nested layer system.
ChewyPixels
11-15-2006, 06:46 PM
Nice! You're going all out on detail. Do you think you will finish on time?
Btw, the tire looks like it is reflecting a bit too much. Perhaps it will look better with no reflection. Or am I seeing things? :argh: :D
Other than that minor crit, it's looking good. :thumbsup:
chandro
11-15-2006, 07:10 PM
if you wont mind asking, how long youve been doing 3d?:)
johnnymaster
11-15-2006, 07:36 PM
@ Jedi: Thanks! And....yes, i think i will finish on time, the vehicle needs 1 - 2 weeks, i'm working on small details because i aim on a 10k resolution, i tested my composition with 8k, but thats not enough to catch all details, so 10k is maybe not bad.
About the reflection...actually the tire is little wet on some areas, but i will improve the wetness further, its a little hard to do it completely procedural but i think, its faster than painting or photo retouching, thanks once more!;)
@ chandro: 6 years;)
TheSoracle
11-15-2006, 11:24 PM
Talk about detail. The wheel is freaking amazing. Man, Linh, You rock!!! :scream:
Only thing to comment on is that the wheels are kinda shiny, like a black stone or plasticy.
-Steven
chandro
11-16-2006, 06:18 AM
Thanks for the reply!!:)
beastiebb
11-16-2006, 11:46 AM
so many details.i love your tire.It's great.keep going!
johnnymaster
11-16-2006, 01:03 PM
http://features.cgsociety.org/challenge/entries/15/11851/11851_1163682188_medium.jpg (http://features.cgsociety.org/challenge/entries/15/11851/11851_1163682188_large.jpg)
another quick update, a buffer for the vehicle!
johnnymaster
11-16-2006, 01:05 PM
@ soracle: hahaha, thanks, also for the crits, i'll improve the tire shading!
@ chandro: you're welcome!
@ beastiebb: thanks a lot!
Linh, i'm really impressed by your texturing quality, and your sense of details.
I think final modeling of this vehicle will kick our ass all ! :scream:
johnnymaster
11-16-2006, 03:21 PM
hahaha, thanks Cyril, but at first i have to kick MY ass:D The to-do list is long...
thondal
11-16-2006, 08:47 PM
Hey. The tire is soo good! And your modeling and texturing skills are amazing. Could you look at my new mega building and give me some advice on how to make the little details and how to do the texturing? Just some advices, or at least some stuff not to do :D. But if not, it doesnt do anything, just would be nice to have some advices. :P
Good luck with your to-do list ;)
-thondal-
amz23
11-16-2006, 09:33 PM
Hi!
It looks increeeeedible! But are you sure you'll be able to render at that LOD? At that rate you're aiming for the billion (1x10^9 here) polys :D !
Anyway, is the buffer textured with procedurals too? How about a nice closeup of the buffer or the tire ;) ?
Looking great :eek: !
johnnymaster
11-16-2006, 09:52 PM
@ thondal: thanks! I've dropped something over in your thread, hope could help a little!
@ amz23: thanks a lot man! Yeah, i think i could manage this rendering because i have some experience on huge poly count projects, my last rendering, "temple of kurast" is also on CG here, i remember, it has about 100 mio. polys, so you have to use pass render, then use a compositing programm to put it all together. Well, in this case there will be a lot of passes to render.
The material of the buffer, its actually a mixture of procedural shaders and handdrawn scratches, maybe over 90% are procedural. You want to see a close up? And i thought i was rendered big enough hehee, maybe i will render i close up if theres time, the buffer took me 4h for rendering:sad:
Thanks once more!
taavi
11-16-2006, 09:53 PM
hahaha, thanks Cyril, but at first i have to kick MY ass:D The to-do list is long...
Ohhhhh (thonk- the jaw dropped:eek: ) Simply amazing. Modelling, texturing-everything is just so perfect. Never mind the to-do-list. Making the list can be even more painful task than just DOING the stuff . Run, Forrest, run!:bounce:
amz23
11-16-2006, 10:39 PM
:banghead: whoops!
I didn't click on the pic to see the full-size image >>, sorry!
It looks incredible !
About the multiple passes, do you mean hiding certain objects, rendering, then unhiding the next "layer" of objects, and so on, then compositing?
gardogg
11-16-2006, 10:53 PM
Now that is first rate top notch stuff. Great detail and realism, and even nice lighting.
johnnymaster
11-16-2006, 10:54 PM
@ gardogg: thanks man!
@ amz23: thanks once more! And...no, this is not necessary actually, in cinema you're able to give each object an ID, and then you could just render objects with the specified ID-number, each object will get a alpha layer automatically for the compositing software, thats very convinient!
taavi
11-17-2006, 10:16 AM
@ gardogg: thanks man!
in cinema you're able to give each object an ID, and then you could just render objects with the specified ID-number, each object will get a alpha layer automatically for the compositing software, thats very convinient!
Hi!
Just wondered-was it possible to apply this id number to group of objects too (grouped under null objects) , not only single objects ?
best, Taavi
johnnymaster
11-17-2006, 12:04 PM
@ taavi: yeah of course, thats also possible. Are you planning to render in passes too?
thondal
11-17-2006, 12:15 PM
what does it mean to render in passes?
-thondal-
johnnymaster
11-17-2006, 12:28 PM
@ thondal: to render the channels (diffus color, reflections, specular, ambient occlusion, GI etc.) separately, then composit it all together after the rendering, so you could adjust and improve the look later on each channel. In addition to that, you could also render objects or groups separately. Pass rendering gives you a lot more freedom and flexibility ;)
thondal
11-17-2006, 12:51 PM
oh.. cool. Think I will test it out to see if I can find that function on blender.. Think it has been mentioned, so I guess it´s there somewhere :P
-thondal-
simovici
11-17-2006, 01:02 PM
I like your work. I guess the last object you created has a procedural txture,isn't it? Do u use bump mapping or displacement?
johnnymaster
11-17-2006, 01:17 PM
@ thondal: yeah i think blender has pass rendering, because it has also a compositor.
@ simovici: thanks! Yes, 90% were procedural, like my others work. I always try to keep a good mix between procedural shaders and bitmaps, the emphasis is on the procedural shaders. The last object use bump and displacement.
simovici
11-17-2006, 01:22 PM
10x for explanation. I am waiting to see more of your project.:thumbsup:
][ndy
11-17-2006, 03:09 PM
Awesome work there, pal! Everything so far is just perfect. From the face to the buffer!
I cannot believe anyone is putting so much detail in everything, especially the tires!
Keep up the good work!
Viel Erfolg!
johnnymaster
11-17-2006, 03:27 PM
Vielen vielen Dank Indy!
sorry Browser problems:blush:
Sorry for the involuntary spamming :blush:
:cry::cry::cry:
Keep it coming mate, impressive work :applause:
still waiting for patricia's body :D
Cheers man :beer:
johnnymaster
11-17-2006, 03:42 PM
wow so many postings, thank you Nabil hahaha! Yeah dont worry, body is nearly finish, you'll see something next week!
Can't wait dude !! :bounce:
Intervain
11-17-2006, 05:25 PM
you're going absolutely nuts :) in a good way... can't wait for the whole thing to come together... still can't imagine it... [ah the suspense ;)]
amz23
11-17-2006, 06:34 PM
Ohhh, sounds good, I'm not sure if you can render only specific ID's in max >> (maybe there are scripts out there for that)
But talking of passes, isn't your project supposed to be an animation? Or are you gonna composite it in a video editing prog? (combustion?)
That vehicle is gonna look amazing :eek: !
johnnymaster
11-18-2006, 12:01 PM
@ bouboul: :twisted:
@ Intervain: oh thanks for the nice compliment;) I can't imagine the final picture too hahaha, so we share the suspense:D
@ amz33: yeah i will use a compositing program to put it all together for the video, very simple with the masks channels.
Nothingness
11-19-2006, 03:47 AM
Now that is some kick-ass detail Linh !!!
I think the spring will be veryvisible if i still remember the concept right. But a little note: a spring is more covered with dirt that scratches. The scratches work very well, but for such a very open part it's rather clean.
And the total resolution, are you talking about 10 Megapixels of 10.000 pixels heigh of wide?
That would be one hell of a detail there.
Sorry for nog writing sooner, but it's almost 2.5 weeks and still no news on my computer. Seems the repair parts arn't even send out so it'll take a while longer. :banghead:
in the meantime i started the modeling of the head of patricia on the laptop. But with an occasional reboot it's rather ok. To do some more work at a comfortable way i need more RAM fast.
And when i slept for a little while i'll try and compress those images i wanted to mail you. But thinking about your idea on high-res i doubt you'd be impressed with my 1920/1200p sized renderes.
I hope i can post some screens soon so you can crit it. Modeling a head isn't a joke
by m8, see ya soon
johnnymaster
11-19-2006, 08:56 AM
Hey Nico,
hope you'll your machine back soon! 2,5 weeks, thats a shame!
Thanks for your crits, and you are right! I have to add a lot more dirts!
Resolution: I didn't mean 10megapixel, i ment 10.000 in the high, and 7.500 width, so that's 75megapixel:twisted:
Maybe you could post your Patricia-Head model soon, i'm curious!
see you later dude!
TheSoracle
11-19-2006, 06:00 PM
Wow Linh. I only have two assumptions about you.
1. You have waayy to much time to put this much detail into your work.
2. You are just that freaken amazing.
I am going with the latter right now, until you prove me wrong :p
- Steven
johnnymaster
11-20-2006, 04:57 PM
http://features.cgsociety.org/challenge/entries/15/11851/11851_1164041847_medium.jpg (http://features.cgsociety.org/challenge/entries/15/11851/11851_1164041847_large.jpg)
Heyho,
here you can see Patricias vehicle. Sorry for the small renders, but i have no time at this moment and i want to show you the vehicle from different angles, next update will be in HD as usual. As you can see the design has changed a lot, it's more Jeep-like and less buggy style. I were inspired from a lot of things, not just vehicles. It's a kind of retro future, not the 80ies, more 30-50ies + future with a very asymmetrical shape as you can see. The hardest part was really the design, i hope you like it!
taavi
11-20-2006, 10:41 PM
@ taavi: yeah of course, thats also possible. Are you planning to render in passes too?
I guess so. I used to play around with passes while compositing tv-commericals. But i have NEVER done it with such a huge project...
PS. The car-concept looks great :)
Good luck!
ChewyPixels
11-21-2006, 01:37 PM
Good to see that the project is coming along. I would have really liked to have seen some bigger renders. It's almost as if you're teasing us with these. :D
The vehicle looks nice. Very buggy-like. Looks like it's made for one. Am I right?
Waiting for the next update on Patricia. :)
unwrap
11-22-2006, 12:23 AM
Looks great so far Linh. I enjoyed your wips on the actress. Good luck. :thumbsup:
johnnymaster
11-22-2006, 12:11 PM
@ steven: hahaha, no the first one sounds realistic, i have too much time:D
@ taavi: thanks! Yeah its also my first time working on a such huge project for animation.
@ jedi: It's almost as if you're teasing us with these.
hehehe:twisted: seriously, it was a mixture of teasing and no-time hahaha ;)
@ sergage: thanks a lot!
johnnymaster
11-23-2006, 10:02 AM
http://features.cgsociety.org/challenge/entries/15/11851/11851_1164276119_medium.jpg (http://features.cgsociety.org/challenge/entries/15/11851/11851_1164276119_large.jpg)
long time ago since the last Patricia update, here's something new. The low poly body of her, very rough, less details. The function of this model is to work underneath the high detailed clothes. So...the most important aspects were to get a nice silhouette, correct proportions and anatomy. Because in the final image she doesn't wear cloves, i will model completely new hands, high detailed like the face. As you can see, her feet looks more like shoes actually, later i will replace them with real shoes when i'm on the rigging part.
see you later!
Nothingness
11-23-2006, 02:18 PM
great work Linh,
maybe we're missing a frontview, but i doubt we would see anything wrong there :twisted:
I was kind of planning to do the body thorough, but i guess i'll do a basic as well. Just to save time. Can't wait to see some clothing.
cheers MAte
ragdoll
11-23-2006, 03:23 PM
your tests all look very promising, and shows a wide range of skill... i'd love to see your finished entry the most! keep the updates pouring in! :D
Intervain
11-23-2006, 05:10 PM
the breasts look weird from the side - they seem to be flattened somehow... still it's a low poly sculpt so I can't expect too much. Are you going to model the entire body or just enough to stick into the vehicle?
keep 'em updates coming! :thumbsup:
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