Short Scenes: Pygmalion Computer Graphics Project


#101

just to check, can we get an update, its moving fast and furious here

whose modelling who?

whose rigging who? (Amy’s model will be complete in about a week)

whose the animation team?,

questions for them:-

are they still animating in Maya, or something like Motionbuilder?
(this matters for naming conventions, and extra roll bones)

whose the texturing team?, or whose texturing?

thats my first few questions :slight_smile:


#102

Hi Everyone,

Here’s GBS with his suit and hands. I still have to model the vest, the shirt and pants. Mike- just wanted to show you the texture of the tweed suit I thought I might use- is this okay? Also I noticed that the suit doesn’t have buttons- is that correct? I also fixed the hair color.
I’ll post another update again in a couple of days. I’m also working on a pair of boots (for another project)that I posted in the WIP 3D Section, maybe I can just cut the top part and square off the toes for GBS’ boots because you probably won’t see them much anyway.
Here’s the thread: http://forums.cgsociety.org/showthread.php?p=2667393#post2667393 Would that be okay Mike?


#103

nice work mosquito. Love the boots.

Hey everybody, yeah I know long time no post but, right now I am totally caught upin work. Got deadlines and crap at office, and gotta finish the English teacher by Sunday at home. All in all, busy times for me. Anyway, just posting to let you guys know that I am still working, doing the hands now. Once they are done, I doubt if I will take much time for the body. Anyway, keep up the good work people. Will post a wip of the hand by tomorrow.


#104

Got another update on Liza’s head texture. I added more to the color and put in some dirt and grime layers as well as a slight bump map

M


#105

HI everybody,

Thank you Rockmanex and Mike for the support :thumbsup:

One more little bit of my work. I’ll still make some adjustment in the beard and in the hair.

One question, should I break the symmetry or I should maintain her?
Please crits, I need your opinion for to know what I’m doing.

Just for fun…:twisted:

In the next post I put wires, I don’t haved time for this…See you later. :thumbsup:


#106

Hi everyone, this project is rock! I love the stuff that posted here. And, I can’t wait to join you guys at once. I am working on the cellphone girl currently.

Below is my wip of it. I just finish the basic pass of the modeling stage, for blocking her out. Everything is still quite rough. And, I have to model it out in other way round against the concept art at the moment. However, I am try to get her close to the concept design when I begin to workout the details.

p/s: I model her in Maya 6.0. and my pc is nearly 3 years old, so can’t cope with some high details model. Thus, i need to keep the poly count as low as possible.
Frankly speaking, I am quite busy at work; I work from 10am to 11pm each day, nearly 7 days a week. So I m quite worry that I couldn’t help out to finish her up. If there is still someone who interested to model her, I am ok to pull myself off this project. In the mean while, I m trying to beat the dateline.

Thanks. And sorry for didn’t get updated coz i dun hav access to the net at home and studio.


#107

kenio3d: Its looking much better!!! Though I think the face seems a bit off in the 3/4 view…as if the jaw was too far forwards…I’d pull it back just a little bit…less overbite I guess…then again who knows.

chenga: love the proportions…understand your time crunch…same reason why I didn’t go and texture my Eliza model…time.


#108

We are getting deep into the thread. This might be a good time to see where we are and where we are going. (Thanks, Jayreef)

We have all models but one assigned. I’m talking to someone about taking the last assignment via pm and we may know about that soon.

Modelers who like to texture should consider that work is part of modeling. Same thing for rigging. Modelers who don’t want to do one or both have already told me and I am looking for volunteers to finish their models.

We will need 13 animators. Four for the Preface, 5 for Covent Garden/Angel Court, 3 for the Ambassador’s Ball, and one for the Night Taxi scene. I want to have all animators assigned by Nov 8th with a finish animation deadline of Dec 20, 2005. As soon as a model is ready, it will pass to an animator and they can begin immediately, they don’t have to wait until Nov 8th to start. So far MJO120881 is our only assigned animator. He will start working on Covent Garden Liza’s close ups. What an animator gets to work on depends on what models are finished first. That means textured and rigged. Matt is doing the texturing, rigging and close up lip synch for CGL. What happens next in that scene depends on which model is submitted next, the taxi or Freddy.

We can always use stand-ins to make a scene even if we don’t have all models ready. (or possibly just a cylinder piece of geometry if the model isn’t ready). As animation on the other character progresses, an animator could take that scene file and reference it back into their scene for more touch up. This allows the animator to bring in the work that someone else has done into their scene and keep the animation flowing. It might be that the animators need to be working in the same version of Maya in order to scene reference, I’m not sure. Can anyone give me an answer to that?

I don’t have a copy of Motion Builder so it is likely that we will be animating in the same software that we model in. If an animator shows up here and wants to help but only has 3ds max, I will not turn them down. We will work something out.

Rockmanex and roodroosje: Of course you can include PCGP models in your reels. Always state what you did for the work, and don’t sell anything before March 21, 2006.

mosquito718: The tweed texture is fine. Add two buttons to the coat. Don’t spend more than ten minutes making shoes, they are not likely to be seen.

dark_jedi_1929: I never thought you were not working!

MJO120881: How do I say this nicely? You went too far in ruddy color. Englishmen are not ruddy. Australians are ruddy. Jayreef and Amy, isn’t that right? :slight_smile:

Kenio3D: You are always a grand surprise! This character has a lot of dangerous charm already! I will not want to stand up to him in a pub.


#109

Hi Mike

for ease and characters working with each other ect… its best if everyone is on the same version of an app i.e. maya

however, as long as all the models are rigged and working in the final render app i.e.Maya, the files could be passed round as an fbx export from maya, animated in various apps (fitted with fbx import/export plug-ins), then once the animation was plotted to the skeleton and exported out to fbx, it would apply fine to a model in Maya once imported back in.

this does however lead to another question :smiley: , sorry,

but with different animators doing scenes and stuff, do we have someone doing the storyboards?

:slight_smile:

ok whats “Ruddy”?, i am sure we are not this, but what is it :hmm:


#110

Yes, Mike, do explain the ruddy color.

New post on Liza’s hair textures. Not quite sure if this is what you’re looking for, Mike, but I had never textured hair before so I experimented a bit.


#111

aahh ha!

ruddy
adj 1: inclined to a healthy reddish color often associated with outdoor life; “a ruddy complexion”; “Santa’s rubicund cheeks”; “a fresh and sanguine complexion” [syn: rubicund, sanguine] 2: having any of numerous bright or strong colors reminiscent of the color of blood or cherries or tomatoes or rubies [syn: red, reddish, blood-red, carmine, cerise, cherry, cherry-red, crimson, ruby, ruby-red, scarlet]

yeah, english people are pale, with red cheeks when its cold, or red noses when rolling out of the pub

lol… :slight_smile:


#112

hi everybody
been a little while since my last update, everybody’s work is looking great:thumbsup:
Kenio3D, that last expression there is awesome!

i’ve been working on Col. Pickering’s head recently so i thought i’d post a W.I.P:

haven’t started on the hair yet but i think it’s coming along, any comments, crit?


#113

Hi Scudz

The face is definitely comeing along. He has a lot of character.


#114

Chenga: If you can finish the model, we will find somebody to texture and rig it.

Scudz: You have the base understanding of the Col.'s face. It is his side whiskers that give him his broad lower face. I really like how each character looks different. If you look around at a bunch of real people they all look different. This is really good characterization for a play.

Jayreef: I do have a shot list:
http://home.comcast.net/~mike.aronson/Manuals/Shot_List.pdf
and I do have shot storyboards.
http://home.comcast.net/~mike.aronson/wsb/html/1141807/view.cgi-.html

But I don’t have 100 frames of storyboard for each minute.

I need to make some revisions to the shot list to squeeze out some bloat and to increase the number of frames in each shot storyboard.


#115

i think those storyboards are great maronson :thumbsup:

well organised :slight_smile:


#116

Hi Everyone

Almost done with the model-some tweaking and smoothing out- only the buttons left to model! Please let me know if there’s anything wrong proportion wise, etc. I have to fix the textures and layout UV’s on the body because the tweed texture looks a twisted in some parts upclose. Also, just wondering if the same tweed texture will be used for the jacket, vest and pants.


#117

mosquito718: Now that I see the tie with the jacket, bright red is the wrong color. I guess red and brown don’t go together after all. The brightness is like a magnet to your eye and I would rather have the audience look at his face. Make the tie dark brown or you can make an alternate suggestion. Use the same texture for the vest and pants. Your modeling is going really well.


#118

Hi, everybody!
Mike, i want to ask you about textures and colours for “my” residence, i attached two samples, one for roof, and another for basement. i will use bricks for walls, and i want to know something about colour of thats bricks, for roof and basement too.
i want to make asphault texture for road, but i don’t know anything 'bout material for sidewalks. also, if somebody prompt to me - what objects must be in the camera view?
may be there gotta be some flower pots or other things like that?
i wanna know all about it


#119

Hello all,

I am the prop modeler working on the cell phones. i have one of them nearly finished, just need some final textureing work and some finalization, so if you like, post your comments on how it looks right now.

I have a couple of other renderings that i’m working on, if you could help with some ideas for the final texturing, i would like a couple of ideas. i’m going to make the letters glow when i put them on, and i’m putting on a SSS shader and lighting it from the back for the actual buttons, that way it can be light up if needed.


#120

looks great :thumbsup: