Miranda [to Ver.2] ... (Nudity)


#521

> Kravit

Thanks a lot!!! :bowdown:

OK, I will produce a lot of guiding surfaces to duplicate a lot of follicle curves on them. Maybe I have to write a randomize script for those curves.

But before it, I have to do the things step by step as far as I can, which is tweaking each follicles manually. Then it will produce more natural shadows & highlights.

For the demo reel in near future, I will bake those customized base hair on some surface textures since I must decrease the rendering costs definitely lower, even though “Perfect Hair” is welcome for still portlaits.

Thnx again!!! :bowdown:


#522

Hi!! :slight_smile:

Today, I’m playing with FaceGen Trial.
It can be used for rough tweaking on face.
C&C are welcome! :bowdown:


#523

Hello! :slight_smile:

Just one more play with LifeStudio Trial with one with FaceGen.
I get back to muscle rig process from now.
C&C are welcome! :bowdown:


#524

Hi all! :slight_smile:

I’m also working on hair style.
At first, I’ve tried to make it random with tiny scripts.
MAYA Hair is basically controled by whole at once, but can be customized with each follicles. So I tried to make clumpWidthMulti & curlMulti attributes random.
The resulting images are as below.

Maybe it’s better to write the script to tweak NURBS curves themselves randomly. And
then, I’ll be able to make those free follicles easier.
C&C are welcome! :bowdown:


#525

Hi there! :slight_smile:

I’ve customized a MEL on net (by Mr. Ellis)to tweak those curves randomly.
But I’ve not got a permission to make it public till now, so I don’t paste it to here. The content is moving each CVs randomly with little difference from original. And the resulting images are as below. I will try to make the hair style naturally by this method, then I can bake it to some surfaces. After it, I will be able to some additinal free follicles more randomly.

C&C are welcome! :bowdown:

(EDIT: )
Image replaced.


#526

Good Afternoon! :wink:

Now I’m rebuilding the portfolio in real printed papers.
So I’ve rendered the current achievements for Miranda.
C&C are welcome! :bowdown:


#527

And more for wires.


#528

And wires for head.


#529

And more for muscle rig & facial expressions test.


#530

Body Expressions Test.


#531

nice work~ you sure did spend alot of time on making her anatomy correct, as well as fixing the line flows/skinning for extreme poses for her joints… I am pretty sure that was annoying as hell when you do it.

2 things that jump out of the picture tho, are:

  1. You can show a bit more gravity on her breasts when she does that pose. They should be a bit more flat than now since the gravity is pulling them down, unless there are 2 silicon bags in those boobs. I would try to pull her nipples just a tiny bit lower than now and see how will that look, but one thing for sure, is that you can show more gravity on her boobs, especially to her front view. But then I am not sure if you are going to make a render with texture base on that pose, or it’s just a test.

  2. second problem is her forarms. It seems like they are just a bit too cyclinical for now. The spot where 2 major muscles join up (long supinator and radial flexor of wrist) should be bit more flat instead of bumping up in 1 piece. In an other word, if you extrude a line that circle around her forearm, it should be a semi circle instead of a circle.

other than those 2, I really think you did a really good job anatomy wise.

good luck :smiley:


#532

Hi renpoo
I totaly love her actual facial expressions, they seem very believable.
Her hairstyle is great too but could need some more wild streaks and hairs more to get a more natural look.


#533

Thnx guys!! :bowdown:

> edgalor

You remind me well.

> 1

The breast & hips are in the rest position to rig for T-pose.
So I have to set the gravity effect by either manually with controlers or MAYA Muscle’s attribute.

> 2

Hmmm… On this point, I think it is semi-circle enough, but I can’t understand well. Maybe it can be adjusted by Blendshape (Morphing), but it should be later after the BETA release. I remember this issue.

> Lehnard

Yeah ,you’re right.
I must add some wild follicles, but this is also in later. At first, I have to build the complete base hair, and make it baked to the textures since the rendering cost is very heavy and the behaviour of MAYA Hair is somehow difficult. And then I can switch to those wild ones.

Thank you! :bowdown:


#534

Hi all! :slight_smile:
One more thing for today.

As I said previously, I've wrote a MEL to randomize the existing NURBS curves with keeping its length.  I think this MEL is very useful for us, please try this!

The author for base script is Mr. Ryan Ellis.
Thnx for him! :bowdown:

(EDIT: )
I add a scaleFactor argument.


  global proc modifyCurvesRandom(float $maxDeviation, float $scaleFactor)
  {
    string $sels[] = `ls -sl`;
    string $obj;
  
    for ($obj in $sels) {
  	float $cvs[] = `getAttr ($obj + ".cv
[li]")`;[/li]  	int $numCvs = size($cvs) / 3;
  
  	float $startingLoc[] = {$cvs[0], $cvs[1], $cvs[2]};
  	vector $startingVector = <<($cvs[3] - $cvs[0]), ($cvs[4] - $cvs[1]), ($cvs[5] - $cvs[2])>>;
  
  	int $nodeCount = $numCvs - 1;
  
  	float $lastLoc[] = $startingLoc;
  	vector $lastVec = $startingVector;
  	float $loc[];
  	float $diffLoc[];
  
  	for ($i = 0; $nodeCount > $i; ++$i) {
  	  int $i3 = 3 * $i;
  
  	  float $dX = ($cvs[$i3 + 3] - $cvs[$i3 + 0]);
  	  float $dY = ($cvs[$i3 + 4] - $cvs[$i3 + 1]);
  	  float $dZ = ($cvs[$i3 + 5] - $cvs[$i3 + 2]);
  
  	  float $length = sqrt($dX * $dX + $dY * $dY + $dZ * $dZ);
  
  	  vector $newVec;
  
  	  float $test = ($maxDeviation + 1);
  	  do {
  	$newVec = unit(sphrand(1));
  	$test = rad_to_deg(`angle $lastVec $newVec`);
  	  } while ($test > $maxDeviation);
  
  	  $loc[0] = $newVec.x * $length;
  	  $loc[1] = $newVec.y * $length;
  	  $loc[2] = $newVec.z * $length;
  
  	  $diffLoc[0] = ($loc[0] - $dX) * $scaleFactor;
  	  $diffLoc[1] = ($loc[1] - $dY) * $scaleFactor;
  	  $diffLoc[2] = ($loc[2] - $dZ) * $scaleFactor;
  
  	  select -r ($obj + ".cv[" + ($i+1) +"]");
  	  move -r $diffLoc[0] $diffLoc[1] $diffLoc[2];
  
  	  $lastLoc[0] = $cvs[$i3 + 3] + $diffLoc[0];
  	  $lastLoc[1] = $cvs[$i3 + 4] + $diffLoc[1];
  	  $lastLoc[2] = $cvs[$i3 + 5] + $diffLoc[2];
  	}
    }
  
    select -r $sels;
  }
  
[img]http://www.asahi-net.or.jp/%7EDM5K-STU/WIP/M-V2-802.jpg[/img]





I wrote a lot of MEL scripts in the making for muscle rig.
These will be public with muscle rig scene itself.
C&C are welcome! :bowdown:

#535

Vote please!:bowdown:

      [[size=2]http://forums.cgsociety.org/showthread.php?t=764093[/size]](http://forums.cgsociety.org/showthread.php?t=764093)

#536

wwwaaww…so detailed…meaning there is so many to learn still:surprised your doing really good looking at ur work n comments because im not understanding a thing anymore:blush:


#537

> razeverius

Thnx! :bowdown:


#538

Good Evening! :slight_smile:

I’m trying to bake MAYA Hair to each textures.
Before baking, I finished (temporary) the hair style by MAYA Hair. The render time for “fullset” hair costs over 30 minuites, but baked one costs about a minute. Maybe the combination of MAYA Hair and baked hair textures will decrease the rendering costs a lot.
C&C are welcome! :bowdown:

By MAYA Hair.

Baked one.


#539

Renpooo, the hair you made is just awesome. It’s one of the best I’ve seen! I’m making some research with 3Dsmax’s Hair&Fur but it’s nowhere close your results.

:thumbsup:

PS: The specular quality of the baked hair isn’t as good as the brute force one.


#540

> Weihalter

Thank you for your comment. :bowdown:
There are the more advanced people in 3DCG hair style, though I’m glad to hear this kind of praise since it is a evidence that I’m doing a lot of efforts for hair design.

> Specular

Excuse me. I didn’t tweak it anyway.

>All

Okay.
Let you look at the newer snapshots.
To tell the truth, these are only “projected” hair not baked.
But I’ve done establishing the workflow about this.
So last task is to bake them to textures and to composite them by Photoshop.
And using the decreased MAYA Hair together will make the hair more natural with less rendering costs.

C&C are welcome! :bowdown:

(EDIT: )
1 minute to render for each.