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Gilgamesh
04-18-2002, 11:51 AM
Hey there everybody. This is a character that I just finished modelling for an animation that I am doing for school. Seeing as how it is time to texture him, I figured I might as well scoot on over here and enter the challenge. :)
I haven't participated in any of the challenges yet, so here goes nothing.
This is the origional concept sketch for this character:
http://people.ucsc.edu/~mloomis/gilgamesh/tvman.jpg
It doesn't really capture the texture that I would be going for, but it's pretty much what I plan to do for posing and lighting and mood.
I just finished posing this guy real quick so that I could show him the same position. I think that I am going to maintain this camera angle for the final render.
This is a really bare-bones render. Sorry, no GI, no lights, no anything. Thats why it is a WIP. Maybe now it will look more impressive when I am finished.
http://people.ucsc.edu/~mloomis/gilgamesh/WIP5%20posebare.jpg

Anyway, heres my plan: I love procedurals. I am planning on painting greyscale masks to blend procedural textures to my liking. (Neil Blevins style :buttrock: ) Hopefully combining the best of both worlds.

urgaffel
04-18-2002, 12:02 PM
Don't forget the static :) Looking forward to see what you come up with. Will you be using darktree/symbiont or is it max native (+freebies ;))?

rolhionjs
04-18-2002, 04:11 PM
the model is killing my TV :) :) Now i hope to see that textured soon :)

What kinda color will you use for the skin ?

Beroc-LOD
04-18-2002, 06:40 PM
Heh... I think you should come up with a few ideas, and make a patched gif for the web... that would look real awesome if it were done right....

Gilgamesh
04-18-2002, 11:03 PM
I am using MAX native with freebies. (urgaffel, what is darktree/symbiont?)
The texture I am going for is going to be pale and sickly. I keep watching the tool video Schism for inspiration. :buttrock: and because it's cool. The texture should be somewhat slimy, definately organic looking. Thanks for the replies.

Gilgamesh
04-19-2002, 12:29 AM
http://people.ucsc.edu/~mloomis/gilgamesh/WIP5wirematchan.jpg
Here's a wireframe of the control mesh, with different colors for the different material channels. Just in case anyone is interested. I have the whole model divided up, with 9 different channels, but there are only 4 in this view.
I'm new to UV-ing a character, so I don't know if this is the best way to do it, but by golly, I'm going to make it work.

sivel
04-19-2002, 04:11 AM
i'm agree with Virtuoso, nice concept and great design! :thumbsup:
but i think you could work a little more the tv...

Edin
04-19-2002, 05:10 AM
don't forget to CHAMFER THE EDGES on the tv.

That alone will add tones.

I love it so far.
:)

OZ
04-19-2002, 05:18 AM
:eek: WOW!!!!so cool!:cool: ....It will be great Textured!

one333
04-19-2002, 06:13 AM
excellent translation from the drawing. Really cool. You say this is for a class? What's the assignment?

Gilgamesh
04-19-2002, 09:46 AM
don't forget to CHAMFER THE EDGES on the tv.
Umm, they are chamfered. And what a damn fine chamfer that is, I might add. :p

As for the assignment, it is a independent study that I wrote a proposal for. It is just a short.

Hairs might be cool........man, if I try too much the project will never get done. :)

Gilgamesh
04-19-2002, 12:34 PM
Alrighty then. Here are the masks that I painted in Photoshop.
Right now they are just masking a white and black material, but the idea is that in the final image, they would mix two different diffuse materials. The left is the render, and the right is obviously the map.
This one would be skin lights and darks:
http://people.ucsc.edu/~mloomis/gilgamesh/WIPTbodydiffmask.jpg
and this one would mix the previous with a bluish vein material:
http://people.ucsc.edu/~mloomis/gilgamesh/WIPTbodyveinmask.jpg
These are both 2000 by 1500 pixels. It is overkill for this image, but I hope to print out a larger one if it turns out halfway decent.

I am still trying to decide the best way to mix 3 materials this way. I think I will end up just stacking them. It will work, but I think it is going to be grubbing my resources. If anyone knows a better way, I'm all ears (eyes?). I am using 3ds MAX 4.2 blend map for all this.

Ok, then, here's a rough draft for a base skin shader:
http://people.ucsc.edu/~mloomis/gilgamesh/Mattest01.jpg
And that's that. Time for bed.

rolhionjs
04-19-2002, 12:42 PM
wow... i like this kinda organic texture :) You're guy is gonna be great ! :)

Raul-Reznek
04-19-2002, 05:41 PM
just 1 question.

WHERE THE HELL ARE THE PEOPLE THAT GIVE STARS AROUND HERE? CAUSE THIS IS WORTH 7 OF 'EM

This is just too cool.
Love your stuff Gilgamesh.

The idea is just TOO COOOOOL!
Great!

Teyon
04-19-2002, 07:30 PM
My buddy Raul has it right. This is some great stuff you've done. :thumbsup: I'm still making the stupid bump map for mine. :( Good work!

Teyon
04-19-2002, 07:32 PM
And here are a few stars from me!

epatnor
04-19-2002, 07:36 PM
And here's my 5!

Xlnt!

one333
04-19-2002, 08:07 PM
Jeeeez. Do you find this at all difficult? I totally envy your workflow/speed. Awesome so far. Keep it up.

Gilgamesh
04-20-2002, 12:51 AM
Awww, shucks, guys! Stars? I'm flattered. I love you guys. :tear:
Actually, I do find it hard, but I have no life, so I get to spend a lot of time on it. :D
I'm going to start working on arms today, so hopefully I'll have some updates this weekend. If only I didn't spend all this time on CGTalk, I might be done. :p

Rock on. :buttrock:

System404
04-20-2002, 02:21 AM
your character is freaky, and I love it:applause: hope you can get the textures to work because so far the modeling is good.

Koma
04-21-2002, 04:15 AM
i hope to see i finish to ,great character and good modelling

Gilgamesh
04-22-2002, 01:56 AM
Hey thanks again guys for the kind words. Everyone is doing such awesome stuff for this challenge.

Here's a little update. Sorry, no lights yet.
http://people.ucsc.edu/~mloomis/gilgamesh/WIPTbodymasktest.jpg
On the body you can see what I am going for with the masking. The colors I don't think are quite right yet. I like the lighter texture, but I'm not sure about the darker one. First of all it isn't that much darker, and second I wasn't sure which way to shift the color. It is kind of a brown, but I was playing with greener, redder, bluer, blacker, and I don't know whats the best way to go. Also the arms are the bitmap mask, no texture. I still have to do the veins for them. And for some reason the UVs on the hand got screwed up, so the texture isn't sitting right, and I haven't been able to fix it yet, because I collapsed the UVW modifiers because MAX kept crashing. :rolleyes: Luckily, I should have a new computer within the week. :buttrock: :drool: :D

Keep rockin guys.

FortUno
04-22-2002, 05:30 AM
Hi, great work so far.. I figured since no one commented on what Darktree/Symbiont is, I could for my first post here. :)

DarkTree 2.0 (http://www.darksim.com/) is a procedural shader creation program. I like it a lot. You make the procedural sharers by dragging and droping components and messing with the settings for the different components. I would use it a lot more, except I have a bad habit of half-way making something then moving on to something else :(

Darktree integrates into 3DSMAX through "Symbiont" (or you can get Symbiont by itself.. sort of a "Darktree Lite" for 3DSMAX.

It looks like you are pretty good with procedurals already though. :thumbsup:

Now that I've found this site, I may actually have to finish some of my many projects. :D

leigh
04-22-2002, 05:53 AM
Yeah, great work so far, Gilgamesh.
Even though I really despise procedural shaders with a passion, you use them very well :p

Fabulous model too, looks like he managed to escape from the Borg collective, heheheheh * note: I am NOT a trekkie though *
Are you going to have static on the screen like in your avatar? That would be cool :)

urgaffel
04-22-2002, 04:05 PM
Originally posted by Leigh
Fabulous model too, looks like he managed to escape from the Borg collective, heheheheh * note: I am NOT a trekkie though *


You're just saying that cuz you don't want to reveal your true self ;)

Korgath
04-22-2002, 04:54 PM
Looks cool! :thumbsup: Are you gonna animate the tv noise too?

OZ
04-22-2002, 05:57 PM
YEZ!SO skary sweet!The veins are great!U must render it with finalrender advanced translucency!!:applause: U did it man!great!

Gilgamesh
04-24-2002, 11:40 AM
Yeah, fR would be cool, although it might not be within my means. I would also like to try and fake it, because I think that is part of the fun. :D

I can't believe the texturing goddess doesn't like procedurals. They are so much fun! And so easy to tweak, if you don't like the size of the texture, or part of the color. But then again, you are doing such a mind blowing job on your own textures that I can't argue. ;)

I'm not sure about static.......I kind of like the big, dark void in the middle of his head....but hey, I don't have to worry about that for a little while anyway. I still have a lot to do.

Anyway, sorry for no update. I spent yesterday assembling my new computer:buttrock: :buttrock: :buttrock:
So now I am ready to go again. :buttrock:

Sangotten
04-24-2002, 03:00 PM
That looks wicked!!!

I think the modeling came out fine and the first piece of texture too.... allthough I never imagened to look that way I think it really suit's the freaky character!!!

Gilgamesh
04-25-2002, 05:15 AM
Hey now.
http://people.ucsc.edu/~mloomis/gilgamesh/WIPTBodyfinal.jpg

How's it look? Threw a little light in, but I will probably change it. Still need to texture everything else.

Teyon
04-25-2002, 05:18 AM
Looks great to me!:applause:

robpauza
04-25-2002, 05:18 AM
Looking better and better. I like the fact that you're staying so true to your great concept sketch. Can't wait to see more.
-Rob

one333
04-25-2002, 07:12 AM
Really great. Very impressive. You might want to check this out: http://www.director-file.com/cunningham/526.html

scroll to the images at the bottom. This kinda reminds me of your character -might be a useful reference for the skinny look.

Gilgamesh
04-25-2002, 11:35 AM
hehe, yeah, I watched that the other day.

Sgt.Pepper
04-25-2002, 11:04 PM
Love Your model, think its gonna turn out great.

Maybe a little off topic, but however great the Maya Shader-system is, I´m an artist not a programmer so this DarkTree-program seems like a wondeful tool, any chance there is anything simular for Maya?

Gilgamesh
04-28-2002, 08:14 AM
Whoop dee do....
http://people.ucsc.edu/~mloomis/gilgamesh/WIPTNearfinished.jpg
:hmm:

SeanW
04-28-2002, 08:45 AM
Wow, looks really good, I love how your pushing the color with the warm and cool colors, the rivited tube looks great. Great Job

Gilgamesh
04-28-2002, 11:19 AM
Yeah, I think it is pretty much done.....I can't really think of anything else to do without modelling or changing the view. I guess I could mess with lighting a little, but.....naw. There you have it. I'll do a better render before the challenge is over.

sick_azz_3D
04-28-2002, 11:32 AM
great job:thumbsup: but a suggestion, maybe the skin around where the tubes connect should be a little different like its irratated. other than that, perfect.keep up the great work.:wip:

Gilgamesh
04-29-2002, 08:16 AM
I thought I'd post the material tree for this guy's body, because....I'm bored and maybe someone will be interested.
http://people.ucsc.edu/~mloomis/gilgamesh/BodyMaterialTree.gif

Carlocki
05-03-2002, 06:12 PM
everything great
just one thing i liked more the tubes smooth and not so "sci-fi"
the first sketch seemed very espressionist like Munch o Egon Schiele than the computer renderin are more sci fi
Try to come back to schetc atmosphere

;)

one333
05-03-2002, 06:15 PM
So are we ever going to get to see this animated?

Gilgamesh
05-03-2002, 10:24 PM
You really think smooth is better? I stared at them for a long time trying to decide what to do with them because they seemed so boring. I know that right now they are kind of cliched....maybe I'll try something else.
Yes, this character will be animated. I am partway through a short for school. Unfortunately, I am not a very good animator. When I get something worth posting, it will probably go in my thread in the WIP forum.
Thanks again. :)

Carlocki
05-03-2002, 11:24 PM
maybe one tube could come from the back of the tv
i like asimmetrical stuff :buttrock:

SeanW
05-04-2002, 01:08 AM
I like the tubes how they are now but another thing you could do is just a bunch of wires tied together. I have the picture of it in my mind but I cant think of any examples to give. Just a bunch of small wires tied together..:thumbsup:

luigi
05-07-2002, 11:23 AM
I like a lot the work that you are doing witrh procedurals .


:buttrock: :buttrock:

procedrurals powers rock.

But for the tv head i think it could be great a anisoptropic metall reflections..

see this links of Neil Blenins:


tut17 (http://www.neilblevins.com/cg_education/tut17/tut17.htm)

tut 18 (http://www.neilblevins.com/cg_education/tut18/tut18.htm)


Is only my opinion, say me what you think.

Gilgamesh
05-15-2002, 08:26 PM
Stick a fork in him.
Final Render:
http://people.ucsc.edu/~mloomis/gilgamesh/TVmanFinal.jpg
Just want to say that the people on this board are incredible. It's amazing the scenes that everyone is pulling together for the sake of a little fun and education. Rock on. :buttrock:

OZ
05-15-2002, 10:40 PM
U ARE A MASTER MAN!!!! :applause: :applause: :applause: :applause: :applause: :applause: :applause: :applause: :applause: :drool:

R32
05-16-2002, 02:46 AM
wow! - looks cool :)

Scott Harris
05-19-2002, 08:34 PM
i would seriously consider taking this image a little further...I looks like you may have held back a little. Add some color man, take those cables and give them some history.

go all out and add as much as you can. don't put a fork in him yet.

Gilgamesh
05-19-2002, 10:45 PM
Yeah, I know more could be done, but I have to put a fork in him because I am halfway through an animation that is due in a week and a half. Perhaps I will spruce him up in the future. Thanks for the encouragement, though.

P.S. Nice TV

hiko_
05-20-2002, 08:40 PM
really amazing concept & lightening/render/mapping :applause: :love: :thumbsup:


:bounce: :bounce: :bounce: :bounce: :bounce: :bounce:

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