CGTalk > CGSociety Art Gallery > CG Award Gallery
To minimize the ads you see on this page create a CGTalk account and log in HERE
Thread Closed share thread « Previous Thread | Next Thread »
 
Thread Tools Search this Thread Display Modes
Old 06-06-2003, 10:36 AM   #61
lildragon
Enter the Forum Leader
 
lildragon's Avatar
CGSociety Member
portfolio
Tito Belgrave
Character Artist - Freelance
Toronto, Canada
 
Join Date: Dec 2001
Posts: 4,577
Send a message via Yahoo to lildragon

Ok first of all I didn't know A:M was capable of such beauty passes in the renderer... wait a minute yeah I did with Brian Prince's work but anyhoo this is just wicked! I love her legs especially, the breasts are typically huge but well modeled. The entire comp screams sexy, but where she got such a stylish thong in the amazon is beyond me

BTW I've always replaced your link to hash's ftp so you're not hogging their bandwith, it's now linked to your gallery picture. And please don't hog OUR bandwith

You have received the CGtalk choice award .Please feel free to display this image anywhere you like! Excellent work!

upon receiving this award, it guarantees you a spot in the cgtalk gallery hall of fame - which you are now placed



P.S. Please email me @ tito@cgnetworks.com so I can send you the award .psd file

salud
 
Old 06-06-2003, 11:17 AM   #62
Vash T Stampede
The Sixtybillion$$man
 
Vash T Stampede's Avatar
Job? w..ork? O...c..c..u......Wha?
 
Join Date: Mar 2003
Posts: 371
Yowza!

__________________
Got a Stinkfoot?


"heh..Sarcasm, for what profit is it to a man if he gains the world, and loses his soul...matthews 16/26 I believe"

Dracula - Castlevania SOTN
 
Old 06-06-2003, 05:24 PM   #63
ngrava
when did I become a Geek?
 
ngrava's Avatar
Galen Beals
Digital Animation Generalist
Portland, Oregon, USA
 
Join Date: Feb 2003
Posts: 760
Send a message via Yahoo to ngrava
Thank you - I couldn't agree more with your comment about "it's not the tools".....

"Poses" in AM put everything I've seen to shame. What other package allows you to open a window, manipulate bones, CP's, constraints and maps all at the same time, with multiple keyframes on a slider - without writing any expressions or trundling through 50 dialog boxes? Unfortunately, I'm *used* to being able to do that, and it makes working in other packages very painful. We have a *very* experienced Maya TD at Avalanche - when I showed him what AM could do, and how EASY it was to do it - he was speechless - he had always considered it a "toy" program.
---------------------------------
Avalanche?!! Well that explains it! ;-) You guys rock. I'm just down the road from you in P-town. Anyway, Yeah I use Maya too and every now and them I catch a glimps of some news about Hash and I'm like, "That's pretty f**king cool!"

Unfortunately, I'm not one of those who likes the modeling tools. In fact, if it wasn't for the modeler, Id probably use it and recommend it's use in more productions that I'm involved with. I have to say I'm sold on Subdivision surfaces. For me, there is no other modeling technology. I guess I'm lucky that so many packeges use it. :-)

Another unfortunate thing is that Martin will never cave in and do it. He is diametrically opposed to anything polygon related. Before SUb-D's, I saw the value in the statement: "Just say no to polygons" (I still have that T-shirt somewhere =P), But now it's like... "What was your argument again?"

I've been thinking of emailing Martin for about a year and telling him about my ideal Sub-D modeling tools that looked like splines but internally used some kind of Sub-D routine... But I know what he would say... :-(
---------------------------------
Smartskin, which used to be axis driven (i.e. you had to do separate smartskin for X, Y, and Z rotation) is now "3D". It uses quaternion rotations - so now you can smartskin on all axis simultaneously - very, very cool.

The "polygon smoothing" thing you're talking about is the result of our constant screeching about "creasing" and the fact that one of our guys pretty much figured out how to fix it (something that supposedly wasn't possible). We shared our information with Martin, and he incorporated our stuff with some of his changes - and we now have a "base" renderer that looks tons better than the old one (basically, the old AM renderer wasn't calculating continuity across patches - so boundaries looked like sheeee-it - the new one samples normals in a 4x4 pattern, and it works very well). The renderer still microtesselates along edges, though - so, no polygonal edges. The renderer is getting a little stronger with each beta release (about every week) - and if I get my way, you'll soon be able to do separate passes out of the renderer for easier compositing
----------------------------
So, you guys came up with that?! Well, that's hopeful. At least Martin is listening to someone other then the voices in his head.
;-) I figured it was something like that. Hash patches have the same issues that most patch based geometry has. I don't know why it's not more of a priority to make them render continuous surfaces. It's really bad in Maya with NURBS. Ever since I started working with Maya I've been awakened to how stupid NURBS can be. Anyway, I'm dying to see what this new renderer looks like.
----------------------------
It's still got it's problems, but AM is coming along. I think if they can stop trying to rewrite the thing every few years and just stick to *evolving* the software, it could be a VERY formidable player in the 3D world.

JoeW
--------------------------------
Yeah, I was just talking about this very same thing last night. The Main issue seems to me that Martin is happy selling his product to people who can't spend more then $300 for it. Large studios are looking for software companies that will let them help guide the product. Features that are missing from say, Maya, can be written into it via plugins. But Martin doesn't want to open up the program. Oh sure, you can write custom shaders, but that's not going to help that much. If Martin opened up the architecture, I really feel it would be an entirely different program.

But.... That will never happen. Because Martin is not selling to people who would use that. Ugh! Oh well.

Good Luck :-)
-=GB=-
 
Old 06-07-2003, 07:12 AM   #64
valiu
Veteran
 
valiu's Avatar
dipl. architekt
 
Join Date: Jan 2003
Posts: 35
my god!!!!
and i say...my god....!!!
man...you are so good....
princess...you are so sexy!!!
i guess she is single...????!!!
 
Old 06-07-2003, 08:39 AM   #65
d4rk
Wavey Dragon
 
d4rk's Avatar
Preproduction Specialist.
 
Join Date: Jan 2003
Posts: 353
Quote:
Originally posted by Elmond Ark Shin
i think that the pink feathers stands out to much in the pic, and it distracts you from the whole, and i dont think the feathers are the main thing you want to focus on eh?



There is feathers? What are you talking about?

oh ok I see, she's also got a sword too. Niiiiiiiiice! Have to d/l so I can examine more closely
__________________
Student for life!
 
Old 06-07-2003, 03:28 PM   #66
Philipe
New Member
portfolio
Philipe Kling David
Art Director
Portifolium Sistemas design& Produções Audiovisuais Ltda
Niteroi, Brazil
 
Join Date: Sep 2002
Posts: 22
Send a message via MSN to Philipe
Good materials

I like a lot. The image is good. The materials too. I love the skin tone, and metal of the swird. But the awesome is the bone texture.
I still looking a few minutes to be right if it is really 3d model or an real 3d model. ( miniature)
I think you can just refine the ground little a bit.
Philipe
 
Old 06-12-2003, 03:27 AM   #67
Intonater
Veteran
 
Intonater's Avatar
CG Designer\Character Designer
 
Join Date: Apr 2003
Posts: 51
Good model and material,but I felt a little strange about waist: It seemed too thin to support the weight of body upside, or that was your art style?
 
Old 06-12-2003, 03:54 AM   #68
PureFire
-S C R E A M-
 
PureFire's Avatar
portfolio
 
Join Date: Aug 2002
Posts: 532
I love it...excellent pose and beautiful features
__________________
Under A Pale Grey Sky We Shall Arise
 
Old 06-13-2003, 04:48 AM   #69
JoeW
Know-it-All
 
JoeW's Avatar
Animator/Artist/Tech monkey
 
Join Date: Jan 2003
Posts: 364

ATAHUALPA wrote:

Fantastic model, fantastic rendering (as all things Joe models or animates)..
.................................................. ............................
Thanks, Martin - I hope to help push AM to a "higher level" too - but I hope the community is the REAL force behind changes in AM - when *everybody* wants something, that's when it gets serious attention. The other thing that helps is when AM is used for production - Martin likes to see AM used for this stuff, so when we do production work (like cinematics for games) he tends to listen pretty hard.....

We all gotta keep the pressure on....

---------------------------------------------------------------
bucherer wrote:

really awesome work..
--------------------------------------------------------------
Thank you

-------------------------------------------------------------
Elmond Ark Shin wrote:

i think that the pink feathers stands out to much in the pic, and it distracts you from the whole, and i dont think the feathers are the main thing you want to focus on eh?
--------------------------------------------------------------
I agree with the fact that they do stand out, but I don't think that's a bad thing. I consulted a couple of my coworkers who are FANTASTIC painters, and they thought that the feathers added a nice contrast. I also was trying to stay true to the design of the character, and the feathers DO stand out on that design....

----------------------------------------------------------------
lildragon wrote:

Ok first of all I didn't know A:M was capable of such beauty passes in the renderer... wait a minute yeah I did with Brian Prince's work but anyhoo this is just wicked! I love her legs especially, the breasts are typically huge but well modeled. The entire comp screams sexy, but where she got such a stylish thong in the amazon is beyond me

BTW I've always replaced your link to hash's ftp so you're not hogging their bandwith, it's now linked to your gallery picture. And please don't hog OUR bandwith

You have received the CGtalk choice award .Please feel free to display this image anywhere you like! Excellent work!
----------------------------------------------------------------------

Thanks, Tito - I'm honored I'm beginning to think that you're not a boob man, though - LOL! Thanks also for replacing the link - Hash's site can be a bit slow for some people

--------------------------------------------------------------------------
ngrava wrote:

Avalanche?!! Well that explains it! ;-) You guys rock. I'm just down the road from you in P-town. Anyway, Yeah I use Maya too and every now and them I catch a glimps of some news about Hash and I'm like, "That's pretty f**king cool!"

Unfortunately, I'm not one of those who likes the modeling tools. In fact, if it wasn't for the modeler, Id probably use it and recommend it's use in more productions that I'm involved with. I have to say I'm sold on Subdivision surfaces. For me, there is no other modeling technology. I guess I'm lucky that so many packeges use it. :-)

Another unfortunate thing is that Martin will never cave in and do it. He is diametrically opposed to anything polygon related. Before SUb-D's, I saw the value in the statement: "Just say no to polygons" (I still have that T-shirt somewhere =P), But now it's like... "What was your argument again?"

I've been thinking of emailing Martin for about a year and telling him about my ideal Sub-D modeling tools that looked like splines but internally used some kind of Sub-D routine... But I know what he would say... :-(

But.... That will never happen. Because Martin is not selling to people who would use that. Ugh! Oh well.

-----------------------------------------------------------------------------
Thanks GB! I feel fortunate to work around as many talented people as I do. We argue a lot, but once you get used to the fact that it's about the work and not personal, it just makes you better

I like Sub-D modeling, too - I tend to use a very Hash-like approach when I model Sub-d (never been much of a "box modeler") - but it IS great to worry about FORM and not SMOOTHNESS. The thing I really like about splines, though, is that I can "sketch" in 3D - just throw out splines to see how something might be put together - can't really do that with Sub-D's. I think it's all in what you're used to.....

The new smoothing algorithm is a lot like Sub-D shading, but the edges are still sub-pixel tesselated. It's still getting refined, and looking better all the time.... Hash Patches are the core of Martin's technology - they reall are pretty unique, so I can kind of understand why he's not willing to give them up. They aren't a BAD idea, they just need to be brought up to date.

I think Martin is mellowing - I'll never forget the first time I met him at a show (I had no idea who he was) - I said something like, "Yeah, I really love AM - you've got some of the coolest tools out there - but JEEEZ does the renderer SUCK!" - I thought he was going to pop a vein - took two - programmers to pull him off me - LOL! He has been listening - and although I still manage to set him off now and then, we've been making progress. If I didn't think the program was going anywhere, I'd stop using it.....

---------------------------------------------------------------------------
Valiu Wrote:
my god!!!!
and i say...my god....!!!
man...you are so good....
princess...you are so sexy!!!
i guess she is single...????!!!
----------------------------------------------------------------------------

Thanks, Valiu

Yes, she is single, but she tells me she'd only go out with a guy who could take her in a knife fight.....
----------------------------------------------------------------------------
Philipe Wrote:

I like a lot. The image is good. The materials too. I love the skin tone, and metal of the swird. But the awesome is the bone texture.
I still looking a few minutes to be right if it is really 3d model or an real 3d model. ( miniature)
I think you can just refine the ground little a bit.
-------------------------------------------------------------------------------

Thanks, Philipe. The bone texture is a combination of procedural and texture maps. The ground is a bit "plain" because I kind of was going for that "studio photograph" look. I plan on doing some additional images with much more involved compositions and sets......

-----------------------------------------------------------------------------
Intonater wrote:
Good model and material,but I felt a little strange about waist: It seemed too thin to support the weight of body upside, or that was your art style?
------------------------------------------------------------------------------

Thanks, Intonater - her waist IS pretty small, but she's also pretty "hippy" - AND she's based on a Bisley painting - so she's got to be "blown out" at least a little It should be interesting to see her animated.....

Thanks everybody for taking the time to critique

JoeW
__________________
No man is your enemy.
No man is your friend.
Every man is your teacher.

Advice for Children: Be good....and you will be lonesome. Mark Twain
 
Old 06-13-2003, 10:52 AM   #70
lildragon
Enter the Forum Leader
 
lildragon's Avatar
CGSociety Member
portfolio
Tito Belgrave
Character Artist - Freelance
Toronto, Canada
 
Join Date: Dec 2001
Posts: 4,577
Send a message via Yahoo to lildragon

Quote:
Originally posted by JoeW
----------------------------------------------------------------------

Thanks, Tito - I'm honored I'm beginning to think that you're not a boob man, though - LOL! Thanks also for replacing the link - Hash's site can be a bit slow for some people


Well deserved! And you got me, I'm more a lip and buttocks kinda guy

-lild
 
Old 06-16-2003, 08:58 AM   #71
Askhanir
New Member
 
Askhanir's Avatar
Graphist on a communication agency
 
Join Date: Apr 2003
Posts: 14
Have you got her phone number ?!
__________________
Askhanir
http://www.oukongo.com
 
Old 06-16-2003, 09:07 AM   #72
Nakalay
Entreprenant kondylom
 
Nakalay's Avatar
 
Join Date: May 2003
Posts: 56
Nice picture
 
Old 06-19-2003, 02:15 PM   #73
andrewj
Typojunkie!
Andreas Jauss
AD
agcjauss design
Germany
 
Join Date: May 2003
Posts: 23
Send a message via AIM to andrewj
what a great piece



this one is real superb. how long did this one take to realize?
 
Old 06-19-2003, 04:00 PM   #74
kcoyle
New Member
Katie Coyle
Lighter
EA-Tiburon
USA
 
Join Date: Jun 2003
Posts: 7
Send a message via AIM to kcoyle
ah, the reason why teenage girls become anorexic, and obsess over their appearance. i love the pose, it has a feeling of life to it that isnt always easy to pull off. good job
 
Old 06-19-2003, 04:37 PM   #75
xeno
Hulk smash!
 
xeno's Avatar
 
Join Date: Dec 2002
Posts: 573
this is just plain awesome!! The pose is brilliant and indeed gives it a very lifely quality. The render itself is incredible and gives it a very unique look!

awesome awesome work!
__________________
Life is a Mesh!
 
Thread Closed share thread


Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 06:29 PM.


Powered by vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.