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Hash, Inc. Forums > Featured > Feature Films: Tin Woodman of Oz - Scarecrow of Oz > Tin Woodman of Oz > TWO Texturing
JohnArtbox
[attachmentid=23233]
After a week of applying UV's I've finally begun to texture Ku Klip, starting with a bump/displacement layer. It's still underway, but I thought I'd post progress so that any mistakes can be caught ASAP.
Are there any guidelines on texturing rules? Things like image map sizes or permissable techniques?
Also is there a default lighting setup for consistent texture setup?
Also he's not modelled for cloth simulation, so can I assume that I should paint wrinkles etc into the displacement map?
zandoriastudios
great John!!!
NancyGormezano
He looks really neat so far - but I wonder - Has it been decided that Kuklip would not have hair for his beard & other hirsutic regions?

The texture on the beard is just wonderful. I think he would need some different rigging for this modeled hair versus hair material hair
mtpeak2
That looks awesome John.

The beard was weighted, but it was not tied into the FACE rig when poses were made.
NancyGormezano
QUOTE(mtpeak2 @ Dec 18 2006, 06:22 PM) *

The beard was weighted, but it was not tied into the FACE rig when poses were made.


If I also remember correctly - it is attached to his body (lower half) - so that it doesn't move independantly when Kuklip turns his torso - it's like stuck to his body - should probably be free, with dynamic constraints?... unless it's changed, or I don't have it correct or he is supposed to have a hair material beard ...
mtpeak2
Well, it was the only way I could get it to not penatrate the body. I assumed it was going the be particle hair, so that's all I did to it. Dynamic constraints could be setup, but good luck in getting the collision to work well, maybe simcloth. Sorry if I didn't do a good enough job at it.
NancyGormezano
QUOTE(mtpeak2 @ Dec 18 2006, 08:31 PM) *

I assumed it was going the be particle hair, so that's all I did to it. Dynamic constraints could be setup, but good luck in getting the collision to work well, maybe simcloth. Sorry if I didn't do a good enough job at it.


Mark - I really didn't mean to imply that you hadn't done a good job - I am continually amazed at the rigging job on all the models - KuKlip included. Something way beyond me. I bow to your obvious prowess & expertise.

I too had assumed it would be particle hair - which is why I hadn't said anything until now, when I saw that the beard was being textured. The texturing has a wonderful feel, quality - and yet also I feel particle hair could be quite attractive as well.

And if it is to be modeled hair - maybe it doesn't have to be dynamic constraints - something like the string of bones like the skirts on nimmie & yoop might be all that's really needed - animators like to have control of those things - they don't always have to be computed.
John Bigboote
Great character. Martin has asked (actually, sworn me to a blood oath) that I work on Ku Klips beard with V11+ particle hair once I am free from my current 'hell-storm' of work, which should be after the holiday(s)...

"We'll see..." (quoting my mom, whenever I asked for something crazy for Christmas...the woman could just never say no.)
JohnArtbox
Thanks for the replies all.
Mark: I'll echo Nancy, great rigging
Nancy: Just viewing some of the TWO textures, really nice designs smile.gif
I haven't been tracking the TWO project much.. too absorbed in work and my own projects, hence the multiple questions and the extra work on the beard (thanks for the confirmation John) tongue.gif
Oh well, it was fun even if it doesn't make the final.
Is there a texture supervisor who I should address questions too? The textures are 4096x4096, are there any problems with that size?(colour and displacement really need to be that size but I could probably reduce any other maps to 2048x2048.
NancyGormezano
QUOTE(JohnArtbox @ Dec 18 2006, 09:59 PM) *

Is there a texture supervisor who I should address questions too? The textures are 4096x4096, are there any problems with that size?(colour and displacement really need to be that size but I could probably reduce any other maps to 2048x2048.


Someone other than me should answer this - but I'd say 4096 is way overkill - and even maybe 2048.

We're only rendering at 720 x 405. And my guess is that there is also going to be a lot of soft focus, anti-aliasing, low lighting, and compression that usually eventually obscures any high resolution.
JohnArtbox
[[attachmentid=23275]
I tend to go high resolution, because scaling down will tighten up a texture. Here's a newer version.
KenH
Real nice job there John. I think someone (John Bigboot?) might be working on a particle beard......
NancyGormezano
very very nice John
ypoissant
He looks really good. Very nice texturing job.
John Bigboote
OK- total newbie question here, I have been OUT of the TWO picture since day one---but-

I have Martin wanting to see progress on KuKlips beard...which I haven't started on. Where can I get my hands on this model? Do I need to learn/install the whole 'tortoise' file sharing thing? I hope I can do this great model justice it deserves...
Dhar
Come join the gang John. Go ahead and learn/install the Tortoise thing. I don't see how else you can do it. Each model has tons of decals and what nots that would need to get copied. Much easier if you just take the plunge smile.gif
higginsdj
If you don't want to/can't install SVN for some reason you can download the files directly from the repository:

http://www.hash.com:8008/movie/svn/active/

You just won't be able to upload them again so you'll need to make arrangements for someone to put them back again.

Cheers
Dagooos
Didn't see this until now...looks excellent!
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