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nilbogarb
07-26-2003, 04:28 AM
Hey all,

Long time no post. This is the last thing I did before I finished school. Most of the time went into the workflow/pipeline. It seems a lot of us were thinking along the same lines the past few months and its all starting to come out now.

His name is Bubs :)

http://www.cardboardboxstudios.com/inprogress/lightingTestMoo.jpg

This was done using the displacement extraction from a highres to a low res mesh workflow. Its cool to see it's starting to be more accepted.

www.cardboardboxstudios.com (http://www.cardboardboxstudios.com)

Icarus
07-26-2003, 04:30 AM
Awsome Model!,

Texturing is Faint, But is it textured?..., Its good to see its not full blown out wiht color, Nice and Delicate :)

Any chance of a wireframe and animation?

TyR-

roarty
07-26-2003, 04:32 AM
Thats nutty dude. nice :D

nilbogarb
07-26-2003, 04:40 AM
Thanks Tyrinid,

He's not textured/shaded yet and it's just bind pose. I finished this a while ago and really wanted to texture and pose him but I just don't have the time right now so I thought I'd post him for now. :)

here's an early render when he was still just a mirror:

http://www.cardboardboxstudios.com/images/bubsBack.jpg

and a little spinny quicktime (ignore the hole behind the ear, this was inprogress as well...)

ftp://cardboardboxstudios.com/bubsSpinNurbs.mov

zeebit
07-26-2003, 04:40 AM
the spikes on the back need to be a lot bigger.
and um...
displacements rule, bump maps drool!

well done.
call me when it is on the front page.

wedge
07-26-2003, 04:42 AM
i like this character, but its a bit unnerving. most of him looks very human, but then there's the angle of his neck that throws me off.

great model and bump/displacement/normals/whatever.

The Magic Pen
07-26-2003, 05:07 AM
Amazing model !! I have to get into this technique the results are amazing !

Morphecy
07-26-2003, 05:24 AM
whoa, great model :thumbsup:

how much time did it take to create? :)

tubby
07-26-2003, 09:26 AM
wow, very nice model , I absolutely love the design and detail.:)

p0lym0rph
07-26-2003, 10:56 AM
verry nice modeling job:applause:

hobz
07-26-2003, 11:42 AM
I love it, something about the calves though that piss me off heh :)

nilbogarb
07-27-2003, 12:54 AM
I thought I'd post some of the process stuff since most of the work on this model was trying to figure out a pipeline. I started in polys to get the basic forms. From there I converted him to patch nurbs. I made the patches really, really highres and sculpted all of the local detail in with artisan via my wacom. From there I converted the highres nurbs to polys. One version was very very high res to preserve all of the detail I got from the sculpted patches, the other version I made very low res, all little as possible to preserve the form. Then displacement maps were extracted from the highres poly model to the low res poly model (both of which came from my patch model so the topo is very clean). The advantage of all of this is you don't have to pay a lot of attention to topology in your starting poly model since your converting it to patch nurbs which are very topology restricted. So your final mesh which is coming from those patch nurbs has very clean animatable topology. All of the local detail that I put in which would be impossible in polys (esp. when trying to preserve good topology) was recovered in displacement maps. All of this can be done from within maya. The disadvantages are you have to deal with converting surfaces which is a pain (lots of live surface tracing etc.. tho cyslice can do this very quickly if you want a commercial solution, it can get your disp maps as well). And then dealing with such highres geo in the sculpting phase requires careful scene management. Anyhow enough ranting I hope all that made some sense.. Here's some more images:

a real early test just showing the technique works:
http://www.cardboardboxstudios.com/inprogress/generatedDispTest.jpg

here his is without displacements in poly form:

http://www.cardboardboxstudios.com/inprogress/bubs/bubsRender01.jpg

more coming..

nilbogarb
07-27-2003, 12:55 AM
here's an early poly arm. since i would never be animating this version I was free to just try to get some forms in to be tweaked later when it was converted to nurbs:

http://www.cardboardboxstudios.com/inprogress/bubs/armProg.jpg

and now that arm after being converted to nurbs and sculpted on for a bit:

http://www.cardboardboxstudios.com/inprogress/bubs/armSculpt03.jpg

add a hand:

http://www.cardboardboxstudios.com/inprogress/bubs/armSculpt04.jpg


I hope all of this is helpful and makes sense :) questions/comments/crits welcome. thanks for all of the kind words above.

http://www.cardboardboxstudios.com

r2d3
07-27-2003, 01:04 AM
very nice
but why do you convert to nurbs ?

nilbogarb
07-27-2003, 01:11 AM
I convert to nurbs to use the sculpt surfacing tool. I can have very high res patches and still get real time sculpting results in nurbs because the surface is hierarchial and its divided up into patches. Trying to deal with polys this highres would bring the machine to its knees. The goal is perpixel displacement but ( the exception being zbrush soon it seems, excited!) the only way to sculpt the surface is by displacing points. So you need a whole lotta points if you want to take advantage of the workflow. nurbs is the only way to do that...

*off to siggraph woot!

woadiestyol
07-27-2003, 01:13 AM
Damn...that's a sweet model even without the displacement. Thanks for all the pictures, good info!

lostdoll
07-27-2003, 04:24 PM
:eek:
i like it,very very very good

-JT-
08-25-2003, 03:59 AM
Amazing technique, very promising !
i hope the softwares will integate this more easily.

:applause:

nilbogarb
08-25-2003, 06:33 AM
thanks :) wish i had more time to finish him. would be fun to rig and texture/shade/light/pose/animate heh. it looks like its right around the corner. the zbrush thread looks really promising.

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