Crossing the uncanny valley WIP


#381

yup gotcha.
ill see what i can do


#382

iv thrown the clothing models into my main scene to see how it works with the lighting, and although its a bit dark, its a nice starting point i think.

also id like to share some cool looking render passes :

next im going to enhance the lighting, pronounce the silhouette, iron some minor details, and the next render is gonna be with the head included…no more floating heads from now on. a milestone right ? :slight_smile: looking forward for that


#383

Wrinkles looking believable to me.


#384

as a whole
with one soul
and no hands


#385

Amazing , the only thing is that the Tshirt (especially @ the neck area ) seems to be simulated as a slick material as the wrinkles are telling , and not so convincing as the rest , i think linen material has less minor details and only major deformations as its a heavy material .
But yeah it hard to tell that its a CG character :)) keep up !

MY WIP


#386

Once again a nice update and inspiring to see someone stick to a project this long. Only minor critique point I have is that I think you need to spend some more time on the hand models. Right now they are sub par. tisk tisk


#387

thanks for the feedback guys


#388

Pretty impressive. Not sure if it’s just me though, but I find the proportion of the head to the body and clothing size a bit off? The head seems a bit big to me, unless you’re going for an anorexic guy :stuck_out_tongue:

Would be nice to hear what other people think about the proportion!


#389

proportions look pretty normal to me…great job on the clothing, as expected.


#390

the body may appear smaller due to the lack of hands.


#391

+++++++++++++++++++++++


#392

I’m just completely floored by this project; I can’t wait to see how everything fits together!

Keep up the good work.


#393

thanks man.

small update on the clothing mat with fur :


#394

I bet if you’d apply such render for some kind of document (driver license, id card, passport, whatever) - it would pass. Could be quite a precedent. =)


#395

I wasn’t sure if the individual fibers were too thin compared to the weave in the fabric but I’m comparing it to my shirt, which is knit-cotton, and yep the individual fibers are tiny. The general fuzz came out great too.

How long is a full render at this stage?


#396

hehe. yeah i plan to do that actually. although these days when making a new pass, or id or whatever, they take your picture on location. it could be cool, having a legal state document with a cg photo, very cyberpunk-y

thanks. if you’re referring to those occasional gray filament those are supposed to represent particles of dust, ive already made them thinner , thus less confusable with fabric fibers

render times went pretty up, that last region took about 48m to render on a quadcore mobile workstation. (and its size is just 60% of the final resolution)


#397

Hi there,
outstanding work. I have a more general question concerning the clothing (sry if it has been asked before). You created the general layout in MD. From there you go to ZBrush Zremesher. Then you take that mesh into Maya for the thickness and unwrapping. How do you treat faces that will definetly not be seen? Do you leave them in and unwrap them in a tiny spot? Or do you delete them? I always have problems with the insight of clothing when it comes to reprojecting or readding details. If I delete them I have ugly borders which are difficult to handle in ZBrush. If I dont delete them I always find myself struggling with the inside clipping through at some (even with all the fancy depth brush setting) + higher polycount.
Second question is more about the general clothing texturing workflow. Do you use rather fotos there or is that more sculpted into displacement ( I mean the stripy pattern on the blue sweater e.g.)
Thank you very much. Looking forward to the next update
Daniel


#398

when converting MD to quads, ive used a similar workflow as ChrissCross described in this thread. its important to preserve the uv layout from MD, so theres no distortion happening in the weave pattern. im not adding thickness to the surfaces, only places where theres some thickness added is on the shirt collar, and in case of the hoodie, on the ends of the sleeves.
i never sculpt details like this, the real deal is always the real deal. for a good tex resource, check this site


#399

Wow, I’d never heard of surface mimic, that’s a great website! Thanks for sharing.

The little furries are looking good!


#400

Hi there,
I’m struggling a bit with Yeti. I have two questions:
What kind of density settings are you using? You can set the density in the scatter node but also set a density value in the AE of the hair object. What would you use there? Something like viewport density 50 and render density 100?
And I have problems getting the displacement right. I am using my 32bit exr, the same that the head is using. However the amount of displacement is far too strong I tuned the weight down to 0.1 but thats more like guess work and I like to be precise. Did you experience something similar?
Thx
Daniel