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  02 February 2006


like the most of us here, i don't know if i am going to finish this project.
At least this is a nice excuse to model something different than maschines and car parts
So here it goes:

Surrounded by barren land stands an old warrior statue of a long forgotten culture.
Wind, rain and centurys of sandstorms have broken parts of the old king away and turned them into rubble. Inside, hidden for so long, the core of all living is revealed. The statue of mother earth stands unharmed and beatiful.
Sometime war and death will be gone, life goes on


On to the drawing board!

Oh well, i never modeled a human figure before, but hey, this will be fun!
  02 February 2006
Welcome to the contest. Looking forward to seeing your sketches. Remember they are due by midnight tomorrow night.

Good luck!
Brian J. Pohl

Previsualization Society - Founder / Secretary
Independent - Sr. Previs & Layout Supervisor
  02 February 2006

Go Uwi, I hope you beat me
  02 February 2006
here we go!

sure i will beat you or NOT...

i am kinda afraid of the modeling task, never done something like that.

i hope you can see anything on the pic.
my scanner (never touched for 2 years) failed for some reason. i had to go the digicam route.
Attached Images
File Type: jpg life.jpg (72.0 KB, 99 views)

Last edited by bronco : 02 February 2006 at 11:19 PM.
  02 February 2006

I like the statue the lady (maybe a little young for mother earth) is in. Maybe she could be a older to impart a scense of wisdow?

What are your ideas for your background?

  02 February 2006
nothing fancy, i guess.
right now i am in the middle of a project and the modeling of the statues will take some time.
some kind of landscape with some rocks and little (very little) vegetation should do.

what i want to try is generating some nice clouds with just the eias toolset (no fancy 3rd party stuff here).

oh, forgot the lady. i think mother earth is not young nor old, she is just a representation of something beautiful. think about it. god is often pictured as an old man with a beard. why?
i don't know. i don't think there is anything like a gender or age for a deity.
just my opinion

Last edited by bronco : 02 February 2006 at 11:57 AM.
  02 February 2006
well, today i started modeling.
here is the 1st wip render:

the model still needs some heavy work. i think i have to change the hair. how? i don't have a clue right now
but first i have to start on the rest of my setup.
now the problem: looks like the normals get messed up using the fact export.
look at the chin area. do i have to go trough transporter?
btw, this is my first model using silo. quite nice workflow.

critics welcome

  02 February 2006
here is a closeup. i tried transporter and got nothing. the model was not even visible anymore. are there any special settings i have to use? anyone? reuben?

  02 February 2006
after "refine control mesh", try modify>tesselate: to triangulate the polys.

I have gotten pretty good results saving as .fac right out of Silo without having to run thru Transporter even without tesselate/triangulation. I think also if it is too dense it can cause problems, usually subdivision of 2-3 is sufficient.

looks good so far.

  02 February 2006
Originally Posted by bronco: here is a closeup. i tried transporter and got nothing. the model was not even visible anymore. are there any special settings i have to use? anyone? reuben?

The model is still there - just not visible for some reason...

export as usual and it should show in EIAS
  02 February 2006
thanks kevin, i'll try that.
i guess 440k polys just for the face is a little dense
  02 February 2006
You might get better results exporting an .obj from silo then convert with obj2fac or transporter.

Its a pitty about the Silo fact export, its nice not to have mess around with file converters, but it seems everyone is using GI now, and with GI (and the occlusion shader btw) this problem manifests itself.

Another way is to use the Encage plugin, although i've just tested this and the only way to get a clean render was using "loop" sds and triangulating output also which results in a slightly different surface as you would see in Silo.

Probably the best work flow would be to export a low-res mesh (obj) > transporter > Encage.

Good luck !

"We're on an express elevator to hell - Going down"

  02 February 2006
thanks for the tips reuben. unfortunatly i don't own encage.

i think it's strange that this only occures when using GI or occlusion. very strange.
well, i have to investigate this later, on with more modeling.

...blocking the torso
  02 February 2006
This is so great! I envy you. I make textured boxes and cylinders and you make art...
Good job!
  02 February 2006
thanks rick. very kind of you, but i wouldn't go as far as calling this art.
i am still learing to use silo. today i discovered the topology brush and started to model some new and inproved (i hope) hair.
first test with just some strands:

i think this is a doable way for the hairs. what do you think?
as you can see i decided against modling "in pose". well, i never rigged a character in eias, but i am willing to try my best. at least this way i will be free to change the pose without remodeling. so, where is that rigging tutorial?
tomorrow i will start with the lower half of the statue, the broken warrior.
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