CGTalk > Work in Progress and Critique > WIP/Critique: 3D
Login register
reply share thread « Previous Thread | Next Thread »
 
Thread Tools Search this Thread Display Modes
Old 03-25-2012, 10:57 PM   #46
kybel
>B<
 
kybel's Avatar
CGSociety Member
portfolio
Lukas Hajka
Slovakia
 
Join Date: Jun 2009
Posts: 554

@The FubaR its not such heavy workload as it may seem, especially when i only had to do it once



imho it definitely pays of, it breaks down the perfect smooth mesh into something more organic.

Last edited by kybel : 07-05-2012 at 10:44 AM.
 
Old 03-28-2012, 09:42 PM   #47
kybel
>B<
 
kybel's Avatar
CGSociety Member
portfolio
Lukas Hajka
Slovakia
 
Join Date: Jun 2009
Posts: 554

preparing and cleaning the scans for displacement map trensfer


Last edited by kybel : 01-07-2013 at 07:04 PM.
 
Old 03-31-2012, 05:07 PM   #48
kybel
>B<
 
kybel's Avatar
CGSociety Member
portfolio
Lukas Hajka
Slovakia
 
Join Date: Jun 2009
Posts: 554


...then the Lord formed man of dust from the ground...

Last edited by kybel : 07-05-2012 at 10:43 AM.
 
Old 03-31-2012, 09:34 PM   #49
The-FubaR
Medical Student
 
The-FubaR's Avatar
Steve
Germany
 
Join Date: Jun 2005
Posts: 151
nice...I suppose you'll start shading soon?
__________________

 
Old 03-31-2012, 09:57 PM   #50
kybel
>B<
 
kybel's Avatar
CGSociety Member
portfolio
Lukas Hajka
Slovakia
 
Join Date: Jun 2009
Posts: 554

not so soon i guess, since i want to build a little smd diod light stage for texture and also world space normal map shooting. should be fun, looking forward to it

anyway...update :


Last edited by kybel : 07-05-2012 at 10:42 AM.
 
Old 05-13-2012, 01:22 AM   #51
kybel
>B<
 
kybel's Avatar
CGSociety Member
portfolio
Lukas Hajka
Slovakia
 
Join Date: Jun 2009
Posts: 554

ive been pretty busy lately. many new personal and commercial projects emerged last few months

this (only crop from a still) being one of them.
i learned a lot about eyes setup making this.
itll come very handy when i start building eyes for my character i think

Last edited by kybel : 07-05-2012 at 10:41 AM.
 
Old 05-13-2012, 02:39 AM   #52
NextDesign
Frequenter
 
NextDesign's Avatar
portfolio
John Mather
Canada
 
Join Date: Apr 2006
Posts: 125
Very nice. For a second there, I thought the water was actually the optic nerve.
 
Old 05-18-2012, 06:12 PM   #53
kybel
>B<
 
kybel's Avatar
CGSociety Member
portfolio
Lukas Hajka
Slovakia
 
Join Date: Jun 2009
Posts: 554

my next goal is to build a nice little light stage for texture shooting, normal map capture, and facial motion capture later on.

theory :

a hemispherical construction approx. 30 cm in diameter
with 300 smd (type 3528) diods attached in 100 clusters (3 diods each)


4 light scenarios (side,top,front,full) should help me produce a world space normal map


from what i tried. it should work just fine ...

...theoretically

but putting theory into practice here would be quite a challenge.
my first concern is the light intensity.
im currently deciding between two smd diod strips
one that can produce 1800 lumens in total (300 smds type 3528)
the other one 4800 lumens (300 smds type 5060)

the question is... is 1800 lumens too low ? is 4800 too high ?

another thing is the actual setup. the ideal scenario would be changing the 4 light scenarios
by press of a button, but i have no idea how to achieve that.

if anyone reading this has any experience with something similar, or is just good with electricity, please let me know. thanks

Last edited by kybel : 07-05-2012 at 10:41 AM.
 
Old 05-18-2012, 11:30 PM   #54
malax
Frequenter
Ma La
Wild West, United Kingdom
 
Join Date: Feb 2008
Posts: 197
Hi Lukas,

30cms diameter sounds very small..is that maybe a typo?

I suggest you read up on everything you can find about the lightstage and look closely at the photos that are out there on the net.

I have built 2 prototype LED rigs for this use in the last year..it takes a lot of work and quite a bit of money to get something working.

You will need LEDs that are much more powerful than those SMDs, remember the faster your shutter speed (and you will need to shoot fast) the more light you will need to illuminate your subject.

As an example my first prototype had 156 LED modules, each produced 100 lumens each, so 15600 lumens when all LEDs are on full.

This works fine up to certain speeds,but you don't want to be cranking the ISO up to compensate for low exposure at higher shutter speeds because that will introduce noise into the images which will cause problems.

Controlling the LEDs will involve having a driver for each LED or multichannel drivers….there are various ways to control the actual drivers such as DMX / 485 or 232.

DMX drivers are quite easy to find on the net,but generally they will not be cheap or small
Then there is the software/programming side of things to consider

Lastly, cabling will be an absolute nightmare…believe me, I have done this twice and running all the cable required around a 2M diameter sphere to control the LEDs will drive you mad!

Not saying any of this impossible, but even as someone who has worked as a lighting tech for 14 years it has been a big project.

Hope that helps a bit
Cheers,
mala
 
Old 05-19-2012, 08:39 AM   #55
kybel
>B<
 
kybel's Avatar
CGSociety Member
portfolio
Lukas Hajka
Slovakia
 
Join Date: Jun 2009
Posts: 554

pfuu. thanks for the info merry. maybe i reconsider this and try to think of another and easier solution . thanks again
 
Old 06-08-2012, 07:06 PM   #56
NextDesign
Frequenter
 
NextDesign's Avatar
portfolio
John Mather
Canada
 
Join Date: Apr 2006
Posts: 125
You could use photo softboxes or computer monitors as an alternative. The monitors have the extra advantage that the light they emit is polarized, so you can easily cross-polarize out the specular component of the photos. It would then be a trivial matter of connecting the monitors to a computer, and getting them to display different colors; something that can easily be done with a few lines of code.

Last edited by NextDesign : 06-08-2012 at 07:08 PM.
 
Old 06-18-2012, 01:29 PM   #57
nickmarshallvfx
Expert
 
nickmarshallvfx's Avatar
portfolio
Nick Marshall
Lead Environment Artist / Matte Painter
Double Negative
Central London, United Kingdom
 
Join Date: Mar 2006
Posts: 1,151
Send a message via MSN to nickmarshallvfx
Keep religiously checking for updates in this thread! Hope you can find the time to continue on this after all the work getting it to this stage. I was really looking forward to seeing a lot of these elements come together into some final renders.
 
Old 06-18-2012, 02:52 PM   #58
kybel
>B<
 
kybel's Avatar
CGSociety Member
portfolio
Lukas Hajka
Slovakia
 
Join Date: Jun 2009
Posts: 554

dont worry, i had/have some commercial jobs that are prior, so this project was a bit on hold, but im working on it . now im preparing for textures shooting. if everything goes as planned, im going to shoot this weekend which is great...cant wait !
 
Old 06-18-2012, 10:26 PM   #59
ArtisanBrush
New Member
portfolio
Mahmoud Jassim
Teacher
Cubic
hitteen, Kuwait
 
Join Date: Apr 2008
Posts: 26
very good work Lukas , we are waiting for final result.
it is good technic , but don't you think it is wasting of time and Effort ?
I mean what about the traditional technic ?
it's gives us good result Versus time and effort .
 
Old 06-18-2012, 11:10 PM   #60
kybel
>B<
 
kybel's Avatar
CGSociety Member
portfolio
Lukas Hajka
Slovakia
 
Join Date: Jun 2009
Posts: 554

well, depends on what is your goal. mine is to make a facial mo-cap with dynamic texture maps, and also a challenge to create an accurate digital double. and creating something that you can enjoy while learning tons of new stuff is never a waste of time

and as for the led dome and world space normal map shooting, i already bailed on that idea.
too complicated and not really worth it

anyway. here is an update i put together just now : rough initial shader setup

...looking at it, i think im gonna redo the displacement map, there's some room for improvement

Last edited by kybel : 07-05-2012 at 10:40 AM.
 
reply 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 11:55 AM.


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