View Full Version : phone girl

06-03-2002, 10:47 PM
Sort of a tribute to George Petty. Done in Maya, using my virtual actress (with some tweaks) and one of his pinups from the 30's for reference.


06-03-2002, 10:50 PM
Lovely, as usual....:-)

I think maybe the hair look a little "patchy" on this one...


06-03-2002, 11:11 PM
love the airbrush style!

06-03-2002, 11:22 PM
I'm in love...

P.S. can I see her from the other side? ;)

06-03-2002, 11:38 PM
Really like the light/warm tone to it..and the pose is great, can almost see what she's sitting on/against. I like the fact she really seems to be listening, or up to something. Very pin-up.

I agree the hair seems strange though..the girl remains cute/hot as always.

06-04-2002, 12:07 AM
Thanks, I'll give her a little haircut later, meanwhile here's a view from the other side:
(Obviously not meant to be viewed from this side, still needs modeling tweaks)


06-04-2002, 12:28 AM
what can i say STEVEN, what can i say...just could give you some 5 stars, i wish there were 50 stars.

06-04-2002, 12:39 AM
look at those legs ... :drool:

06-04-2002, 01:03 AM
pfffff....your the best i never seen.
ill close my computer now, go to bed, and try to sleep.


06-04-2002, 01:06 AM
(I just updated the first image with better hair...)

06-04-2002, 01:14 AM
hey really nice it is your girl with the subd
anyway nice modeling ann mmm nice girl
post wireframe

06-04-2002, 02:30 AM
Ok a screengrab with the 0-level cage visible, not sure if it's what you wanted.


06-04-2002, 03:06 AM
cool for the wireframe
l want to know if you have rig her or you model her in this is pause l want to know that because your hip are really nice assigned if yes l want to know your how to get a nice result like that
and one more time really nice model

06-04-2002, 03:15 AM
steven, looks really nice, especially the skin! (if i was forced to offer some critisism, id mention that the nails and the shoe/phone shaders look very cg, take away a little from the look)

..would also love to hear how you rig her up (whether all her parts react to being moved, or if you pose her and then edit the model...)

06-04-2002, 04:29 AM
good job
Is the deformation on the left leg hook up so it squishes like that?
or is that hand tweaked? it looks really nice

I think the left foot is bending a little more than humanly possible
you try to bend that far!

06-04-2002, 04:36 AM
nice work as usual...

god I ****......

I give up......
(deletes max.................shuts off comp)

06-04-2002, 05:19 AM
pictures like that make me wanna take everything ive ever done, throw it away and never look in maya's direction again.
awesome work.
How long did it take you to do it?

06-04-2002, 07:30 AM
The style is nice!:eek:
Maybe the foot is too bended

06-04-2002, 08:08 AM
really cool work, but then again i wouldn't have expected anything less:thumbsup:

06-04-2002, 09:43 AM
Very nice and clean!

It'd be very friendly if you could share a bit about your modeling / rigging / posing workflow and about how you achieve those smooth deformations!

thx in advance

06-04-2002, 10:27 AM
Originally posted by kandyman
Very nice and clean!

It'd be very friendly if you could share a bit about your modeling / rigging / posing workflow and about how you achieve those smooth deformations!

thx in advance

Oh yes!!! Please do!!

06-04-2002, 11:57 AM
amazing work as usual, Very very nice lighting and pose. The hair looks a little flat imo. Kinda makes the head look a little sqaushed i think.

06-04-2002, 12:50 PM
WOW!!! I'm always impressed when i see your artwork!
That's great... if i could only get somethig like that!!!
this is one of my best.... Any advice, master??

06-04-2002, 01:39 PM
Thanks guys! Yes the foot is too bent, too small and the lower leg too long, these kind of exaggerations were typical for George Petty's style. I kinda liked it, though I toned it down a bit for this image.

About the rigging, don't think I got these nice deformations by just posing her! No way, I've never seen a rig that could do this. No, I just baked history and tweaked the geometry, mainly the knees, butt and shoulders needed a little retouching.

But if you're interested anyway, my rig uses a SubD surface with all the hierarchical edits still there, the 0 level looks like you see above, the pink lines on the wireframe. Then I copy/extract the 0 level into a simple polygonal surface, Smooth Bind that to the skeleton, and then Wrap deform the hi-res SubD to the low-res polygon. This allows me to create a whole bunch of morftargets on the polygon to improve joint deformations, without bogging down the file. It also gives me a built-in proxy model that updates VERY fast for animation.

edit: sanciok, that's actually a very good job so far, excellent. I know how hard this is. :) Maybe the upper lip needs a sharper crease right at the upper edge, maybe the lower one too, not sure. The hair (you probably know this already) should be more asymmetrical? The skintone, I don't know what you're going for, but right now it's kind of yellowish, and a bit metallic.

06-04-2002, 02:11 PM
Great model and lighting, looks quite realistic, but
there are some things I don't like :)

Cause of my bad english:
*** Take a look at the attachment *** :D

06-04-2002, 02:29 PM
Thanks Master!!!

06-04-2002, 03:22 PM
Wow!....really too hot!....I'm a Maya user too...and you're an inspiration for all of us.....!...maybe one day...in my dreams...i'll do something as good as your work!....i wish!....:bowdown:
Anyway! keep the good work...and please!...post more pics!!!....

06-04-2002, 04:49 PM
Jaw didn't drop... It was ripped away from me.

06-04-2002, 06:27 PM

1# how did you texture map her and with what program ?

2# if you did use photoshop what does the map look like and can you tell us some of your methods of how you when about mapping her

3# once again very good hope to see more

06-04-2002, 07:17 PM
Very well done!:love:
I think its perfect!


06-04-2002, 08:03 PM
Ech0, I had textures to begin with but deleted them on the face and body, to better get that smooth airbrushed effect that George had on the original. It's a flat solid color - on the body there are flat colors in every channel, on the face I think the bump channel might still be slightly textured. I used the tools in Maya for mapping polygons, to do the UV mapping, and Photoshop to create the textures.

edit: of course there's also a layer on the face with a touch of makeup, but this was very simple to make.

06-04-2002, 08:39 PM
You are a fine artist Steven! very nice,
Have you ever consither writing a book about pin-up modelling and about setting pose and rig characters?? you should do it ! ! !
Give it a go ståhlberg :)


06-04-2002, 11:25 PM
I really like the detail in the knees:thumbsup:

06-04-2002, 11:50 PM
Once again - a really great piece of work.

I'm sure this will be propelled onto the front page of Cgchannel by the time I've finished typing this, so it may get swamped!

Anyway, the model is really nice - and aside from what others have pointed out about the foot/leg-length, nothing really stands out - mebbe the hair a little and her ankle seems slightly 'sharp' on her right leg. But it's another marvellous setup! :D

I'm not keen on the airbrushed look - but since that's what you were after... what can you say! :)

I'm really glad you posted a render from the other side - because the detail you have in the small of her back and shoulders is really really superb! The crease of the spine is just wonderful...

I really love the knee on the extended leg also - the muscle meeting the top of the joint is fantastic stuff that I know that if I was ever going to attempt (nervously laughs at the thought) I'd never get looking that natural.

Since I'm not a Maya user (yet) and you'll have to forgive me if your explanation of your methods detailed this (but went flying over my head!), could you clear up your method of working for me? Simply because your low poly cage is very rough - and your subbed version is much tighter/more detailed, is this a way of refining the information at the sub'd level? As I say, my knowledge of Maya is limited to say the least, so this may be common practise - but for a Max user, that's a very enticing way to work!


06-05-2002, 12:08 AM

I have been a fan of your work for many years now. I like this new look that emulates pin up art from the 40's and 50's. But, the face on that recent character looks similar to things I have seen you do before. I would like to challenge you to create a "new look" for your females faces. Also, I would challenge you to create a new articulated male model.

Once again your work is always inspiring.

Jason Kane

06-05-2002, 12:18 AM
Cool:thumbsup: Cool:thumbsup: Cool.

About this wireframe I think it is possible to get such effect in MAX4 editable poly and mesh smooth and lot of talent and time.
Maybe for a while MAX users show such good renders.

Stahlberg keep up with good work:thumbsup:

06-05-2002, 02:25 AM
Great work!Stlye like stevens,I like them!
Really beautiful!And love those curves on her calf.but i like the her back more smooth.
Can u show me some texture of her body?I want texture my girl too,and i want to c some resource of female body.It's hard to find. :)

Do u use deepP 3D?

06-05-2002, 02:28 AM
Yo Steven, this is a nice one.

I am currently weighting my character. I have a problem going with her knee. I see your character's knee is weighted very good even she bends like that.

Do you just weight it? or you did add some blend shapes to it?

Can you show me how do did it? I mean, what are the value that you assign to the bones. The knee join is my only concern.

06-05-2002, 09:26 AM
The view you posted from the opposite side reminded me of this famous WWII Petty.

06-05-2002, 10:13 AM
Thanks for the insight into the rigging posing!

Now another question creeps up:
A flat solid color for the skin? Then I have to ask you about the lights setup! I usually go with a 3-point lights setup with warm key, cold fill and white rim light and I can cancel the fill out when I use GI/skylighting.

How many lights did you use? Which cast shadows? Do all produce highlights? Did you use standard specularity on the skin?

Again, thanks in advance :)

06-05-2002, 11:18 AM

Steven. Can you tell us some statistic? How many hours (or minutes) implemented?

I`d like to see your original actress as wireframe as well.


06-05-2002, 12:30 PM
my eyes.. I can't find my eyes...

06-05-2002, 02:03 PM
very nice work !!!

06-05-2002, 02:27 PM
AJ_23, see the images below, the one on the right is the polygonal model I start with, that becomes the 0 level when I turn it into a SubD surface. Then I add the details on level 1, 2 and sometimes a touch on 3, until it looks like the one on the left. Each level has 4x more detail. The model on the right is also the one I Smooth-Bind to the skeleton (then wrap that to the one on the left).

Jason Kane, I know what you mean about the face, I agree it would be a challenge to try to make her look quite different... though I think the bigger challenge here is trying to make her look as beautiful as possible, while still realistic and still a unique individual. As for a male body, I have a WIP, see below.

Roy, the "Phone Girl" body doesn't have any textures, it's all flat colors. No I don't use DeepPaint.

HapZungLam, sorry to disappoint you but my knee deformations got me only halfway to this final image, after posing I had to Detach Skin with Bake History set, then I continued modelling.

j3st3r, I've spent years on this virtual actress, but as for this particular Phone Girl image, I guess it took me about 2 days to pose and tweak and model that phone.


06-05-2002, 03:50 PM
Steve you are my idol!!!!! :)
i love your work!

06-05-2002, 04:37 PM

06-05-2002, 07:22 PM
Thankyou for the info - I know that these are probably questions more suited to the Maya forum itself, but since you are clearly exceptional at what you do - I'm asking while I can!

I assume that you have to keep the sub-D surface you refine with the object? I know that Maya works in a different way to Max, but in Max the Sub Division routine is applied over the top of your poly/mesh and can be removed/added at will (as long as the information is there in the low-res). Since the information is not (technically) in your low res I assume you couldn't take the low poly version of your Virtual Actress and just hit "create Subs" and it would look like the refined version? What I mean is where does Maya store the refinement information? Is is attached to the low poly mesh or contained in the Sub D routine?

Sorry for asking so many questions that I'm sure many people could answer, but as I said - it clearly works for you and I since I (hope) to be using Maya more at work I would really love some insight into it's features.

The male figure is splendid, the physique isn't overstated - which makes it look really tight/polished.

Have a small round grinning face ----> :D

06-05-2002, 08:49 PM

Your work amazes me man ! :) d*mnit !

Anyway.. i was wondering if you could post a wireframe of that guy ??
He has awesome muscle detail !


06-05-2002, 11:13 PM
Yep in LW, If you edit the low res ... then the high res will be updated as well but it seems like from what you are saying

1. ..... is that the low res model is acting like a lattice and deforming the high res model. And the high res model is the one you currently continue to add detail (model) to.

2. Knee and joint detail are modeled ..not displace or bump map ...right.

3. Where the final model get texture information ... low res or high.

06-06-2002, 12:36 AM
:thumbsup: :thumbsup: :thumbsup:
Wonderful !
I love your girls (bike girl, chair girl, webbie etc...) really good !

06-06-2002, 01:03 AM
Fabulous work from you as usual:applause: :thumbsup: I love the skin tone of Phonegirl, very illustrated look.;)

06-06-2002, 11:13 AM
Hey Steve

have you tried using a polyToSubdiv node to attach your subd to your poly cage? I think it might get better performance then wrap deformer.

The network looks like this in hypershade:


just like subdiv in polyproxy mode but I throw the poly in one layer and the subdiv in another so I can hide etc.


just do "createNode polyToSubdiv" in the script editor
then in the connection editor

connect polyshape outMesh-> to polyToSubdiv inMesh.
And polyToSubdiv outSubdiv-> to subdivshape create.

notice that poly cage has no connection to Any shadeing group
Hence it is only a wire frame in any shadeing mode.

Is there any advantage to using wrap over this method?

06-06-2002, 11:19 AM
Hey Steven
Wonderfull piece of art as always!
Thanks for sharing some info on your techniques with us!

06-06-2002, 11:48 AM
I think the lighting is great love the shadow on her legs. What kinda lighting setup did you use. I know you must have used a few area lights.


06-06-2002, 12:25 PM
Nice work as usual, I think the deformations are very good

06-06-2002, 02:01 PM
I'm a big fan of Petty and Vargas and I see an important element missing in your illustration.
The best way to get the color variations in normal skin tone is to use a model as reference. But Petty's coloration didn't have a lot to do with realistic skin tone.
One of his coloring techniques was to use a warm variation from highlight to shadow, and he invented shadow colors to enhance the illustration, not necessarily to make them more real.
Try out some color gradiants based on the incidence angle of the lights. This would give the skin tones, for example, a warmer,more yellow tone near the highlights gradiating to reddish then more bluish in the shadows.
I f you can define shadow color, then pump it up into the purple or blue range.
If you can assign color vertice maps, then add some redish tinge at the knee, elbows and other wear areas, and bluish tinge on the breasts, etc.
The aim isn't to make the coloration more realistic, but more interesting and fun.
Petty used a lot of bright, unrealistic colors in his illustrations. Vargas did the same thing, but toned it down a lot and added a lot more detail and subtlty, at least in the 40's and 50's. Part of the reason for pumping up the color was to compensate for the limitations of printing presses at the time, which tended to muddy up the colors. The happy result was the sort of cartooney realism of George Petty.

06-06-2002, 02:49 PM
The model is great; I especially like the detail in the back muscles. Good Job! The pin up direction was a good choice as a presentation-

06-06-2002, 03:30 PM
if giger and steve stone were not my idols, you would be...........

06-06-2002, 03:39 PM
Wow, the model is beautifull!
the skin is fantastic! :buttrock:
How you have made it? You have used particular shader or the final result of the skin depends to the light? please tell me about the shading/lighting!!! I use maya and I want to do a realistic skin, like your model!
Thenk you in advance!

06-06-2002, 03:58 PM
Nice work, and very well done.

I will play devil's advocate though, and encourage you to do as someone else has mentioned before. It would be nice to see some new models, instead of the same one in different poses.

You have the talent, so why not try something new to push yourself! If women is your thing (women on creatures too), then maybe do some fantasy ladies. Just make them look different, other than changes the nail colors and makeup.

Looking forward to more work, keep it up!

06-06-2002, 06:14 PM

When I started to learn 3D 4 years ago, you was my hero,
it is the same today...

I got all (I think) tutorials from you, what about writing some book? I see that you changed from NURBS to SUBD... :)
I am using polygons with CPS right now, I got to try SUBD too...

I would be very pleased if I will see some tutorial book from you about modeling, what is nice and why (as in your previous tutorials) etc...

What about some pinup posters/art book too? :)

06-06-2002, 06:30 PM
Neil - Let the man do what he wants!

So... uh... she's floating huh? ;) :insane:

06-06-2002, 07:11 PM
Wow so many posts since yesterday! Thanks - I will answer all questions, but right now I'm in the middle of packing my computers, so I won't be able to post screenshots etc, and I won't be able to type a long reply until next week I think. (I'm moving to Malaysia.)

Thanks rez for that explanation, I've heard about that but never got around to try it, I will now, and I'll let you know the result!

06-06-2002, 07:19 PM
As usual, I bow to the Master.
Beautifull modeling, lighting...everything!

Do you have an updated method/small tut or workflow that you use with Maya's Subdivs? If so, might you be posting or publishing it somwhere soon? Just wonderin:)

Thanks for brightening-up my day!

06-06-2002, 07:34 PM
Wow. (sound of jaw dropping)

Your skin shader is intense. How is it now different from the tuorials you published on your old CD?

06-06-2002, 08:32 PM
Dude I love your stuff :xtreme:
I frist saw your stuff a few years ago on the illusions 2k site with Webbie :love:

06-06-2002, 08:41 PM
Mom said to come back home before your soup gets cold!!!:eek:

It's looking good Dude.
Let's make sure we get together for a beer before you move.


E. :cool:

06-06-2002, 10:17 PM
Remember me (emile_ghorayeb@videotron.ca)? Just wanted to tell you that I'm especially impressed by the muscles and fat in the picture you posted form the back. Plus the calf muscle looks great.

I noticed you were talking about having it rigged like that, which I believe to be possible, in a sense. for example:

The calf muscle: instead of having 1 bone going from the shin to the ankle, how about 2. 1 for the shin, and a second for the calf? I use Max, so with biped and physique it could be possible since physique uses bulging. I know it sounds stupid, but I've contemplated this for awhile and I truly believe it's possible. for the back, that's a different story, more complicated, but still possible with a complex rig, or some new muscle deformation tools (max has them now, I'm sure Maya too). I haven't touched them, but in the right hands, who knows right?

Anyone think so too?

Again, nice job.


06-06-2002, 10:42 PM
Hey steve wicked work on this one and all your stuff. I was curious if you were using shape animation to do muscles or corect weighting problems. Or if you actually got this character to weight as well as it looks? Im looking forward to seeing more on your film you have in the works. When are you going to update your site? keep up the great work, gives all of us something to work towards.

:buttrock: rockon

06-07-2002, 07:07 AM
ciao Steven,

what can i add on to all this nice coments here ??
i just have a smile and say hello :)

06-07-2002, 07:22 AM
Hey no sweat

polyToSubdiv is the way Maya handles that workflow natively
so this is just a hand coded if you will, version of what Maya does for you in polyproxy mode.

If you need more info to set it up just let me know and ill post a more detailed explanation, but it's really simple to set up.

Good luck :)

06-07-2002, 02:03 PM
Thank you reply.
I want texture my girl too,but im comfused with her skin.You say your girl's skin is all flat color, but i see her eyelips and lips really looks like teaxtured,they have different color.If you texture her face with some maps,how do you deal with the sew on her neck?I can't see them.
Second question:I c your screen snap,her eyelash is blue,they are all model,or else?But her hair looks like all model,aren't they?I think these fur is a big problem,and i can't resolve them all.
wait you reply:)

06-07-2002, 04:54 PM
Gee i hope u understood the expression "let's do MAmak Stall!" its such a Malaysian term hahaha.

Hey.. Sweden is DOING GREAT in the World cup! =)

And oh yah.. last but not least.. Great model!@.. . what can i say.. everyone of your models makes my jaw drop! :buttrock:

I havent been checking with much of the other forums lately.. but since my start page is cgchannel when i start my browser.. i saw the pic of your model and i immediately suspected it was yours.. but i had to put a word in after i read that u were moving back here.. =) (i didnt register for the forum yet till now.)

Selamat datang Balik!


06-08-2002, 05:28 AM
:bounce: :bounce:

awesome !!!

:applause: :applause:

06-08-2002, 06:02 AM
ive been wathcing your work for a while now
very impressive

check out my site-

06-08-2002, 07:42 AM
I like Stahlberg's works!!!

06-08-2002, 09:07 AM
wow..... its very nice steven ......
i love ur modellings ...... i like ur differencies of other .....
great job...... i like a long hair in ur model:thumbsup:

06-08-2002, 01:05 PM
I know I'm too late for this (probably) but in regards to the hair on your initial image, don't cut it, just hang some of it down the side furhtest away from the camera. It seems that gravity wasn't affecting it, so that's why that looked strange. I'm not an expert on any of the other stuff the folks here mentioned, but one hting I know is hair...that's why I miss mine so much. :)

Anyway, you've always done great work and I know the final image will rock anyway you bake it.

06-08-2002, 06:03 PM
stahlberg -- in the house!!?

do you still need compliments?

06-15-2002, 03:10 AM
...and sorry for resurrecting this thread, but I've been busy migrating to the other side of the world, still not done (my family not here yet, not decided school for my kids and no house yet, one of my computers down etc etc)... but I want to try to answer the questions I promised to answer...

Teyon - good point.

MRX and Joe_Artist - this skin shader is using a light-direction-dependent node network that I first found in a cartoon shader (I put it on one of the 4 layers I have). It's in the incandescent channel, and by changing the ramp that controls the colors of it I can control much better than I ever could before what color I end up with in the lit parts, the terminator, and the shaded parts. For instance I can easily make the terminator more orangy-red. The other layers control the highlights, one layer is for glancing highlights and another for highlights facing the camera.

elalumie - sorry about that beer man...

emilioG - I haven't tried that, sounds like it might work.

Roy - the color is basically flat, but yes I do have a transparent layer over her face which carries some lipstick and rouge etc. Very little and very faint. The eyelashes are Maya Fur, stuck on little non-rendering strips there.

Laemtao - Yeah, I did the Mamak stall, love it! :)

Chappo - I can't show you a wireframe of the guy right now, because my new wonderful computer burned out its powersupply yesterday. I'll post a new thread with it later.

AJ_23 - it's different in Maya, you can't remove detail on a higher level on a SubD and get it back later, it's gone for good.

radiance3d - you're right, I should try for more extreme and stylized color variations, especially in the shadows.

Julez4001 - yes that's right.

rez - thanks I'll definitely try that and compare, when I get my computer up and running again.

Sama3d - no area lights, but 128 lights evenly arranged in a sphere (I used Emmanuel Campin's great Spherelight script), plus one more main spotlight.

06-15-2002, 04:40 AM
Awsome work...nuff said :)

06-15-2002, 09:22 AM
Hey Steven,

What are you doing in Malaysia? Got a job there? I've visited there before :)

06-15-2002, 02:16 PM
gotta love the way he answered all those questions in one post. :)

06-15-2002, 08:28 PM
Really nice job!:love:

06-15-2002, 09:15 PM
Stephen, admired your work for a while now.

Curious to know are you still doing NURBS based heads or are they now subdivs?

I noticed there was no zero level wireframe around her head in that image you posted.

06-16-2002, 09:15 AM
I love piunups! (i got tons of books about it)....and i also love ur style.......put it together and..........:eek: ZZZABAMMMMM!!!! a new awesome image by the "cgi girl maestro" S.Stahlberg.................:applause:

06-22-2002, 12:53 PM
Very cool! as always your works are fantastic!

06-22-2002, 02:41 PM
Nice work Steven. Work must be good in that area for you to return again.

06-24-2002, 03:27 PM
No prob Dude.
Next time!

Hope everything is going well on your end.



06-24-2002, 04:32 PM
I returned to my desk to find my mouse hanging off the side in a primitive noose he had fashioned out of his own cord, he left a suicide note, we're not worthy, we're not worhty.... I knew I shouldn't have left that image on-screen, it was taunting him! Great, amazing, unbelievable, job!:bounce: :beer: :airguitar

06-24-2002, 05:03 PM
unbelievable beautiful work Steven...

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