Works in Progress


#361

Call this my return to the hash fold (I stormed out in a huff during the v.9 debacle but no one really noticed) :wink:

Anyway, started playing with the osx beta of 10.5 and have knocked this much out while reaquainting myself with the tools.

busty

Warning: nudity, cover yer eyes if they are delicate.

I like the improvements they have made to porcelain :).

-Matt


#362

Yep, porcelain is AM’s saving grace in my eyes - I just wish it was part of the surface attributes instead of a separate material.

Welcome back - and keep posting… :wink:

JoeW


#363

Yeah, thats one thing I liked about v.9, for at least a little while they made porcelain part of the surface props. I was looking for it when I came back then saw it had moved back to being a material.

It’s nice to see the transparency rendering errors I was encountering during v.8-9 are gone too.

BTW Joe… I think it was one of yer Hunter jiggle animations that pushed me over the edge and pulled me back in… it’s all your fault! ;).

-Matt


#364

Hey! Hey! It’s NOT my fault! LOL! Don’t go blamin’ it on me! Just know that we’re still working with Beta stuff, and to not expect everything to be perfect now… although the renderer has improved a great deal…

JoeW


#365

Oh i never expect hash to be perfect, beta or otherwise ;). Been using it long enough to know better… wait… that sounds wrong… been using hash too long :beer:

But it gives me hope and I’ve been lurking and seeing improvements from afar so thought I’d dip my largish toe back in the A:M waters.

But yer still an inspiration Joe… so it’s partially yer fault :bowdown:

-Matt


#366

Well, having upgraded to version 11 I am playing with all the new features and what could be better (or faster) than dropping image map hair for Hash’s new Hair system and already I’m impressed!

Looks like I will need to try Porcelain in this model also.


#367

I too have been upgrading my model Briar Rose’s hair with the new v11 hair.
I want it to render fast so I’ve made it as simple as possible, i.e no transparency and low density. I think I can get away with it as I want the hair to look stylised, in keeping with the rest of the model. These settings work quite well for animation too, I’ve found it best to avoid long thin hair as this jitters around when rendered.
Anyway, still more tweaking to do, but here’s a pic of the hairstyle so far.


#368

Hey Steve, WOW! She is really coming on.

She is getting on for Shrek quality now. No wonder you have been quiet of late.

Do I see a secondary emitter there putting out some thinner hairs near the front, or are they all thin and merging into clumps somehow?

Also, are you using kinkyness or have you managed to get roughness looking good (faster render times with roughness I guess)

The eyes really have it! It is a nice detail to have the hair reflecting in them. Also, the skin is really looking good. Are you using some kind of skin shader or a lighting rig?

One thing that I am thinking though - and you are probably going to hate me for bringing this up - the fact that she has no nostrils stands out a bit now that she is looking so realistic.

Anyway, really nice work and one of the best examples of AM hair that I have seen.


#369

Originally posted by pequod
I too have been upgrading my model Briar Rose’s hair with the new v11 hair.

Sweeet!:applause:


#370

Stephen,

Nice hair on a nice model! Are you rendering with Z-buffered shadows only? Is that a speed issue or is it so the hair looks best or both?

Thanks for showing an update,

Jim


#371

Hi Stephen, very nice work!
I am interested in seeing how the hair works out in animation!
Please post as you get some samples!
I too think the quality has a movie type look to it.
Very nice
Mike Fitz
www.3dartz.com


#372

Thanks Guys, now for the details.
John, Yes there is a second emitter for the thin hairs underneath the main thick hairs. It’s purpose is mostly to fill in the gaps between the forehead and locks of hair, and also when the hair moves in animation. I try to keep it as thick as possible in order to avoid the shimmering…could be caused by Z-buffered lights, not sure.
I do have some slight kinkiness on the hair to lessen that mechanical straightness you can get otherwise, but I’ll give roughness a try since you’ve mention it…thanks.
I’d like to soften the reflections in her eyes a bit but not lose the small specular highlights, do you have any tips on using soft reflections?
No skin shader, infact I’m slowly replacing my materials with maps.
The lighting is just a simple 3 light setup. The main shadow light is to her right casting a Z-buff shadow, about 100% intensity. The second warm filler light is face on to her, no shadows. It helps produce those warm turning edges between light and dark shade on her face. The final light is a strong (200% intensity) blue light position to the left of her, slightly from behind. Shadows turned on for this one so the dark areas between her and her cap are not illuminated. If she had nostrils, they would be glowing as well if I didn’t make sure the light shining from behind her had shadow casting on.
Of course this isn’t the reason I never modelled her nose with nostrils, but I do question sometimes whether I should have left them out. Anyhow, it’s unlikely I’ll have the time to light Briar this well for all her animation scenes, so she’ll have to continue to breathe just through her mouth for the time being :slight_smile:
Jim, I’m using Z-buffered lights exclusively for shadows because of the time saving. I do also prefer the slightly unreal image quality they produce and shadow casting hair certainly looks better with them IMHO.
I’ll post a clip of the hair moving once v11.c comes out, I’m expecting a bug fix.:rolleyes:


#373

Originally posted by pequod
I’ll post a clip of the hair moving once v11.c comes out, I’m expecting a bug fix.:rolleyes:

Is this the one you were expecting? :slight_smile:

>>Fixed problems when relations controled pose sliders in converting v9.03 and later models that were converted from v8.5
before v9.03 that have 1D relationship drivers to channels Jane.mdl from cd {Stephen Millingen}<<

I have no idea what that meant, but it seems Jane gets around. Yes, 11.0c is out now for the PC.

Jim


#374

Terrific, Stephen! The hair looks so cool! :beer:

I vote for keeping her nose as is. She looks cute with a little button nose. If she really needs her nostrils – in a scene where she sniffs something (the stench of Almerez?) – it’d be easy enough to paint a couple of dots in the appropriate places, on the targas.

The color saturation on the glove might come down a bit, maybe?

Wonderful work! Let’s see more! :applause:

Sincerely,

Carl Raillard


#375

Quote - S Millingen.
ā€œdo you have any tips on using soft reflections?ā€

You should be carfull asking me things like that, I will only go and make a load of stuff up :wink:

I know what you mean about the spec size thing. Render speed is not an issue if you are using multipass as the extra sampling is done in the passes but I have found spec size to be a problem. This is an example of physical accuracy and artistic desire being at odds.

The softness of reflection would usually come from the depth of field of the lens which would cause the reflected objects to be out of focus. I guess you could try to achieve this with dof rather than soft reflections but it could be a nightmare to set up. You would have to set the spec light close to the eye to keep it in focus.

You could allways do the reflection map thing - after all, Pixar have made a lot of that technique even mapping animations made by cameras recording the surroundings.

Again, this could be a difficult thing to set up but if you are only doing long shots then you are surely best of with a simple reflection map as you would get a lot of artistic control.

You could even paint the specular shape so you could have a window shape or whatever (I am assuming this would work allthough I have never tried).

Hmm… I think I have run out of ideas now. Hope it helped more than it bored.


#376

Originally posted by pequod

I do have some slight kinkiness on the hair to lessen that mechanical straightness you can get otherwise, but I’ll give roughness a try since you’ve mention it…thanks.
I’d like to soften the reflections in her eyes a bit but not lose the small specular highlights, do you have any tips on using soft reflections?

Hey Stephen,

She’s looking really good… GREAT really. I think your switch to maps is going to help overall … of course, then you’re straying into that area where you’ve gone so realistic that it turns up the pressure :slight_smile:

I might suggest you try using an environment map on her eyes. I don’t know what kind of a hit you take for the raytraced eyes, but I’ve found that 99% of the people looking at her would never notice that the reflections weren’t raytraced. You could just blur the environment map to get blurry reflections, and you’d get to keep your crisp specular… I made a few panoramic maps in Bryce a couple of years ago, and I find that they work really well. If you wanted to do a scene specific map, you could render a camera rotation in your scene and stitch the results together and distort them in Photoshop…

Keep posting updates - like I said, I think she’s looking great!

JoeW


#377

Jim,
I guess Jane is an old 8.5 model and therefore afflicted by the same pose problem as Briar. My little girl has grown up through every version since 8.5. 9.5 were the difficult teenage years, struggling mainly with the change from 1 dimensional poses and smartskin to the new multi D relationships.

Carl,
The gloves are textured with materials because I was too lazy to map them. They’ll have to be my next decal job. Although the great thing about relationships, is I could quickly create a pose to lower the intensity of colour on that glove material…hmmm.
Not seen much of Gaty recently!

John,
Thanks for the info both public and private. I shall give environment maps a try, I just don’t like having to use different maps for every new scenery. Lazy bones strikes again.

Joe,
Yes, she is veering towards that dreaded realism pit, someway to go yet before she reaches Hunters’ high standard. It all started when I began lighting my scenes naturalistically. Briar’s bright flat colours started to look incongruous. Then I couldn’t resist giving her the new v11 hair, which in turn made her solid eyelashes and eyebrows look silly in comparison. Oh well, I don’t think I’ll ever finish this project, I’ve become a tweak junkie. It doesn’t help that Hash keep delivering new improved features. I’m like one of those guys who are constantly tinkering at the weekends with their classic cars, but never seem to drive them anywhere.

Incidentally, version 11.c has fixed one problem, but now her hairstyle has flipped out. Something to do with ā€˜is rod’ and the stiffness settings I think.:shrug:


#378

Yay Stephen,

She’s got so much character! She looks beautiful, now stop playing around with making her look good and animate her! >:)

Seriously, you and Jim and some of the others make these great models, and then you just keep making 'em greater and greater, and I keep waiting on the edge of my seat to see them dance around.

Admit it, you guys are just trying to force me to learn patience. Meanies :stuck_out_tongue:

I’d offer to animate them for you, just so they could live and breathe, but you’re better animators than me (…so far, I’ll catch up, just you wait)

Keep up the great work. I’ll just sit here, waiting PATIENTLY for all your short films to come out.

:wink: :thumbsup:

-Alonso

(As a side note, I kind of liked her more when she was more cartoony. Don’t get me wrong, she looks great now, and I love her freckles, but I liked her when her eyes where a little rounder, her mouth was a little wider, and her hair was a burnt sienna solid shape)


#379

Originally posted by pequod

Incidentally, version 11.c has fixed one problem, but now her hairstyle has flipped out. Something to do with ā€˜is rod’ and the stiffness settings I think.:shrug:

Hi Pequod! Great model.! Been too busy to see the W.I.P. thread being updated so missed your models release. She looks lovely, less mischievous now but I like her!

p.s. what does ā€œis rodā€ mean? I keep wondering but I’m not on the Hash forum to ask.


#380

Originally posted by hoochoochoochoo
[B]Hi Pequod! Great model.! Been too busy to see the W.I.P. thread being updated so missed your models release. She looks lovely, less mischievous now but I like her!

p.s. what does ā€œis rodā€ mean? I keep wondering but I’m not on the Hash forum to ask. [/B]

ā€œIs Rodā€ is a cool, yet misleading setting. What it does is make the end bone try to stay parallel to it’s original orientation - so you get more of a ā€œslidingā€ motion as opposed to a ā€œpivotingā€ or rotating motion. It still pivots to an extent, but it’s not nearly as much as a ā€œregularā€ dynamic bone.

This setting is very important for my ā€œboobsā€ setup - it makes the softbodies look like they are sliding vertically, as opposed to pivoting and looking very unnatural.

BTW - you have to use it on a multi-bone chain… and the weird thing is that you shut it OFF to make the change… weird to me, but very useful…

JoeW