Hey Loon
Your stuff is looking really good. I can’t wait to see your foreground elements composited on those clouds.
Top notch work! :applause:
Hey Loon
Your stuff is looking really good. I can’t wait to see your foreground elements composited on those clouds.
Top notch work! :applause:
not too satisfy actually, due to some other job, i can’t focus into thes contest…
I’ll post some WIP later…
Loon
We always want to do more, make it better and try this and that… All in all, I think your final image is very good. Excellent work!
Thanks richard,
you are correct, just let it go… 
but i will improve this later… somehow…
regards,
Loon
Well done, Loon. I hope you’ll post the WIPs on your blog. In fact it would be nice if all the WIPs for all finalists are featured on the EI website.
Fantastic work Loon!
Nice detail work and composition. Your modeling skills are great! The background really works well. Again congrats!
My favorite saying is “Art is never completed, just abandoned” which is so true.
Troy
Jaw dropping modelling loon, fantastic! And the composition really ‘fits’ very well indeed, great space and atmosphere, I love the way the background seems to be closing in! Great job on the hair too 
Ian
Hey Loon, I’m not sure why I seem to really miss out on your forum here. You were kicking but over here. Great modeling, nice character work. Sorry I don’t see more of you stuff in the EI web site. Awesome Job. I like it a great deal.
Thanks! I appreciate the comment from you all…
after looking into the image again and again, I found that…
I’ll work on this again after the winner announce…
regards,
Loon
As I promise to post the WIP, I’ll start with hair first…
the hair is texture map, I start create with a flat ‘Grid’ in silo (that is the name in silo)
than export obj to Blender just to assign a UV space (use the whole UV space, else there might some positioning problem in EIAS), than bring it back to Silo, Silo 1.4 doesn’t have UV mapping yet, but i found it ‘remember’ any import object contains UV data, and export without any problem.

duplicate the ‘Grid’ and start position and modify to covered the head. but keep in mind that Do not add any vertex or edge.

because I don’t plan to animate the hair, I decide to Merge the hair in to 1 group, it will be easier for me to manage it in EIAS, (don’t worry about losing the UV data)
but IF I plan to animate the hair, I won’t ‘Plant’ the the hair in silo, I’ll do that in EIAS…
After satisfy positioning the hair, Export the model to obj. than convert the obj to fact with all the check box uncheck (except the ‘process vertex normals’ & ‘fix smooth shading’)

and here are the diffuse map cilpping map and specular map.

import the fact model into EIAS, under the shading tab of the info window, check using UV space and uncheck Normalise

other tutorial http://www.ordix.com/pfolio/tutorial/hair/Ver3Dcafe/
Loon 
[i]Still no good english…
[/i]
That is so great! Thank you Loon.
Stop worrying about your english…It is perfectly adequate.
Wow! This is the first tutorial on hair I have ever seen in EI. Didn’t know people were doing this kind of stuff.
I may take a look at Silo. I sort of brushed it off before but now that I see what people are doing with it.
I really like your edge loop layout on the face. Is there a tutorial for that as well or link? I haven’t done a human face but I hope to soon.
BTW, the english is better than mine and I’m American.
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