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safakoner
07-20-2003, 11:04 PM
hi everyone

This is my new work and i am working on this job now. Realistic Human Body. I will create muscles, internal organs etc. like hollowman. :D

Stills
http://www.safakoner.com/03_still/003_wip/sklt_01_b.jpg
http://www.safakoner.com/03_still/003_wip/sklt_02_b.jpg
http://www.safakoner.com/03_still/003_wip/sklt_03_b.jpg
http://www.safakoner.com/03_still/003_wip/sklt_04_b.jpg
http://www.safakoner.com/03_still/003_wip/sklt_05_b.jpg
http://www.safakoner.com/03_still/003_wip/sklt_06_b.jpg
http://www.safakoner.com/03_still/003_wip/sklt_07_b.jpg
http://www.safakoner.com/03_still/002_sh/skel_01_b.jpg

Playblast
http://www.safakoner.com/02_anim/03_plasblast/skelet_01.avi
http://www.safakoner.com/02_anim/03_plasblast/skelet_02.avi

golem
07-21-2003, 11:47 AM
mmm... quite interesting.
wanna work also with procedural volumetric shaders for muscles and internal organs?

http://www.renderman.org/RMR/Books/sig01.course48.pdf.gz

pag.87

i've been involved 2 months to study it all.
good luck

golem

safakoner
07-21-2003, 03:28 PM
I want to work with procedural volumetric shaders for muscles and internal organs and this document is very cool

:drool:

Thanks for your interest

golem
07-21-2003, 03:54 PM
it's a paper i studied for my thesis, in the end i developed nothing new at all but built script and codex in some different languages. i started studing exluna's Entropy but it was quite too long.
i like this document very much cause it's full of instructions and explains all the theory of layered and volumetric shaders and, as you have seen, put inside all they made with BMRT and the maya approach to FF.

hope to be useful in future, thoug i use to work with 3dsmax and i'm a beginner in maya (i can see no other solution to approach PhotorealisticRM).
if you consider yourself very crazy, you can see also

www.3dvirtualight.com

by stephen marty.

is a modeling/renderer software you can use with maya too, and uses a very simple script language. is all procedural (no GUI!!!!!!), so you can use build-in routines to write complex shaders. the only shame is about Cs, that you cannot map, but on the other side you can use true displacemet, very quick caustics, dispersion, iridescence, HDRI and more.
give a look and tell me what do you think about.

golem

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