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Image Contest WIP bits and pieces


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#1 robcat2075

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Posted 06 July 2017 - 11:07 AM

I'll post my WIPs here

 

An experiment with making a less flattish tree bark with A:M materials...

 

BarkTestA000.jpg

 

BarkTestC000.jpg


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#2 robcat2075

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Posted 06 July 2017 - 06:12 PM

less successful variation on the theme...

 

BarkTestRotate6A000.jpg


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#3 robcat2075

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Posted 29 July 2017 - 06:06 PM

I've changed course.  I'm making pieces for a more urban setting.

 

HousePartsb000.jpg


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#4 robcat2075

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Posted 31 July 2017 - 06:08 AM

Beginnings of an extension ladder

 

HouseLadder000.jpg


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#5 rodger_r

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Posted 31 July 2017 - 07:38 AM

It appears your working on a private residence with siding. If it helps your concept, I can offer fairly convincing shingles via two BitMapPlus materials for colour and texture.

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  • shingles.jpg


#6 robcat2075

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Posted 01 August 2017 - 12:30 PM

Those look great Rodger!

 

I've planned my view so that roof shingles aren't a visible part of the scene, but if I end up expanding my model to include a roof I may take you up on that.  Thanks for the offer!

 

btw, I hope we will be seeing a Rodger Reynolds entry in the Image contest!


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#7 robcat2075

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Posted 02 August 2017 - 07:48 PM

Fun fact: the second story windows on my house are 5-15/16"  shorter and 1" narrower than the first story windows.

 

HouseTwoStories000.jpg


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#8 Rodney

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Posted 02 August 2017 - 07:51 PM

Interesting.  They must have been trying to do one of those Disney projections that make the house look taller than it actually is.  ;)

 

Nice modeling all around Robert!


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#9 robcat2075

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Posted 02 August 2017 - 08:37 PM

Interesting.  They must have been trying to do one of those Disney projections that make the house look taller than it actually is.   ;)

 

I think that's a good explanation!


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#10 fae_alba

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Posted 04 August 2017 - 05:24 AM

 

Interesting.  They must have been trying to do one of those Disney projections that make the house look taller than it actually is.   ;)

 

I think that's a good explanation!

 

 

Forced perspective. That's how most (not all) buildings in the Magic Kingdom were built (Town Hall was not built that way because it needed to be full size in order to avoid visitors from seeing the Contemporary resort from Main Street.


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#11 robcat2075

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Posted 06 August 2017 - 09:38 AM

This is from my Show & Tell at yesterday's Live Answer Time.

 

I've been repainting my house for a while and I noticed that after I scrape off the loose paint...

 

DSC00275sm.jpg

 

 

... it makes patchy shapes somewhat like the noise combiners we use to make wispy cloud cover.

 

This is Fractal Sum, stretched horizontally...

 

FractalSumClouds100.JPG

 

 

However, the Fractal Sum noise is a continuous range of shades from base color to peak color and the scraped paint on wood is either there or not there.  ON or OFF.

 

If i crank the "amplitude" of Fractal Sum above 100, more of the noise pattern is forced to clip at the peak color and I get more solid shapes...

 

FractalSum175.JPG

 

 

... but that still leaves lots of gray in the inbetween areas.  i really need all or nothing.

 

 

It is possible to use these noise combiners materials for Displacement instead of Color.  This is a flat patch with a noise material set to Displacement...

 

Displacement example.JPG

 

 

But how about if I had two layers of patches instead of one?

 

Here is a flat patch with a wood grain material made with the Spherical combiner...

 

Woodgrain.JPG

 

 

Now I've placed another flat patch just behind with a displacement material on it, far enough back so that only the very highest points poke out in front of the wood grained patch.  This gets me the all or nothing look I wanted...

 

WoodgrainPlusWhite.JPG

 

 

Here's a two-tone version with two displacement layers behind the wood grain patch with one slightly more forward, to simulate yellow paint on top of white primer.The yellow layer noise is set to slightly lower Amplitude so its peak areas are slightly smaller than the white ones...

 

WoodgrainPlusWhitePlusYellow.JPG

 

 

I can also vary the Scale parameters of the noise materials to make the paint areas larger or longer

 

 


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#12 Rodney

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Posted 06 August 2017 - 08:39 PM

Nice approach!


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#13 John Bigboote

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Posted 08 August 2017 - 06:59 AM

I really like that noise material set to displacement!

 

Hey Rob--- I went looking for the post for the 'Summer' image contest, it was not where I imagined it to be- which was in the 'Current Contests' forum...



#14 robcat2075

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Posted 08 August 2017 - 07:33 AM

 

 

Hey Rob--- I went looking for the post for the 'Summer' image contest, it was not where I imagined it to be- which was in the 'Current Contests' forum...

 

That's true, but it's the first thing that shows up when I do a search on "Summer Image Contest"

 

It's about half way down the page when i click on "View New Content".

And there's a link to it in my signature.

Let me know if you still can't find it after you click on this direct link


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#15 John Bigboote

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Posted 08 August 2017 - 09:50 AM

Thank-You... I tend to avoid the search bar in the forum... I just wanted to check the rules one more time before i SUBMIT MY WINNER!



#16 fae_alba

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Posted 08 August 2017 - 02:50 PM

Thank-You... I tend to avoid the search bar in the forum... I just wanted to check the rules one more time before i SUBMIT MY WINNER!

 

You'll have a tough go against mine!


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#17 robcat2075

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Posted 10 August 2017 - 11:45 AM

Here's an odd problem.  I used a bump map to make the thin ridges that run the length of the ladder rail..

LadderTestL000.jpg

But if I copy and flip that left rail to make the rail on the right side the bump map shades inverted on some patches, even though all patches are still facing outward...

 

LadderTestR.PNG


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#18 robcat2075

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Posted 10 August 2017 - 04:57 PM

Here's a clearer view...

 

LadderTestR000.jpg


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#19 John Bigboote

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Posted 11 August 2017 - 06:28 AM

That is odd... guess you will need to re-apply that one?



#20 robcat2075

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Posted 12 August 2017 - 06:01 AM

That is odd... guess you will need to re-apply that one?

 

Problem #2... re applying the decal doesn't fix it!


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#21 John Bigboote

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Posted 12 August 2017 - 12:30 PM

My next move would be to see if it is a V19 problem, open up 18 and try it there...

#22 robcat2075

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Posted 28 August 2017 - 06:59 PM

I'm trying to get a head with my project...

 

Charface013.png


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#23 robcat2075

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Posted 29 August 2017 - 08:35 AM

Trying to think through some of the major contours involved in the head.  This will not be accurate enough to just draw over in A:M and after I start splining I'll find that much of it is mistaken, but it's a starting point.

 

 

Charface017.png


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#24 robcat2075

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Posted 29 August 2017 - 01:34 PM

My typical starting gambit is to minimally spline the profile off the rotoscope, then stick some eyeballs in. 

 

I know that anything I make after this has to be outside the eye balls...

 

 

Headprofile&Eyes.PNG

 

 

 

 

...and i can use the surface of the eyeballs to place the eyelid opening. Easy to do with Snap-to-surface.

 

eyeball opening.PNG


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#25 robcat2075

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Posted 30 August 2017 - 08:49 AM

I do the simple shapes first, for which I have some confidence about how many CPs they need...

 

eyenoselipsstarted.PNG

 

 

 

then I start extending splines from them to stitch them together...

 

eyenoselipsstiched.PNG

 

 

 

eyenoselipsstichedmore.PNG

 

 

 

 

This first pass is looking disappointingly flattish.  I have to keep telling myself that this isn't final. I can modify and respline it later once I have the whole general shape to appraise.

 

flattishface.PNG

 

 

addingscalp.PNG

 

 


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#26 harunw

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Posted 30 August 2017 - 07:05 PM

wow, this i think will make an excellent face modeling tutorial.
i really like the first step you did, which was to sketch out the major spline contours...i don't remember seeing this mentioned in other face tutorials, but it's a very useful step i think...
modeling has always been somewhat of a mystery to me, esp. figuring out where the splines ought to go...
thanks for sharing...can't wait to see more.... :)


#27 robcat2075

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Posted 03 September 2017 - 08:44 AM

Extending out the easier parts like the back of the skull

 

Building Head A.PNG

 

I've tried to make the splines arrive at hole with as many CPs as the ear i will build to attach there

Building Head B.PNG

 

I've noticed Pixar is doing very simple ears, basically a dish with no ear hole. i will try that.

 

ear lathed.PNG

 

Putting the ear right up to the head makes it hard to find the splines to connect...

 

Ear Separate on Head.PNG

 

...so I will temporarily move it to the side and extrude out some extra spline to draw across and match  up to CPs on the head...

 

Ear Extruded.PNG

 

 

Ear Splines reaching.PNG

 

Even though both rings had 8 CPs, they don't necessarily match up exactly so some become hooks.

Ear Splines attaching.PNG

 

 

 

 

Once I had the connections made, I deleted the ring that made the hole on the head since it would be superflous after I moved the ear back towards the head.

 

I also resplined the inside of the ear to eliminate the lathed hole.

 

ear attached.PNG


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#28 robcat2075

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Posted 05 September 2017 - 01:39 PM

I think I'm going to steal the body from this character I made 20 years ago...

 

CBT360.PNG


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#29 Rodney

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Posted 05 September 2017 - 04:41 PM

Robert Holmen is not splining everything from scratch?!??!

Scandalous I tell ya!

 

Where's a news reporter when you need one...

 

:)

 

That is a great model to borrow from and I recall some superb animations being created with him.

My favorite is probably from the animated card where he was stuck in the middle of a snowstorm shivering in the cold.

Makes me cold now just thinking about that.  Brrrr,,,,  


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#30 robcat2075

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Posted 05 September 2017 - 08:26 PM

The Nancy Sinatra boots and the opera gloves may need to be rethought.  :)


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#31 robcat2075

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Posted 09 September 2017 - 12:19 PM

Something I've been meaning to do for 10 years... spline a better shoulder.

 

New Shoulder.PNG


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#32 robcat2075

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Posted 17 September 2017 - 06:31 PM

Face rig test...

 

PanicMode32.gif

 

 


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#33 robcat2075

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Posted 14 October 2017 - 07:34 PM

I think I produced at least 18 bug reports while working on this one project.  :lol:


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#34 Rodney

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Posted 15 October 2017 - 07:49 PM

I think I produced at least 18 bug reports while working on this one project.   :lol:

 

Yikes.  That is both good and bad.

 

Bugs or otherwise, what you've got here on display is quite impressive.

Love the economy of spline too!


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#35 robcat2075

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Posted 30 October 2017 - 07:26 PM

As time was running out I decided to try helmet hair instead of particle hair.

 

I started by using "snap to surface" to draw a spline where the part in the hair would go and then extruded that up and across the head one section at a time to make "the big flip."  Then I did that again in the other direction to do the small side of the part. I didn't worry about the back too much since that wasn't going to show in my still image.

 

Turns out, I do my hair pretty much the same way our President does his!

 

(click to animate)

hairline.gif

 


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#36 largento

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Posted 30 October 2017 - 09:17 PM

I think I've finally figured out how Trump's hair looks like that. He obviously combs it back on the sides, but the magic trick is that he combs the hair from his part across the top of his head (from his left to right). Then, he has a combover from the back that is combed forward, over the hair on the top of his head at an angle and that hair is feathered the opposite direction and hidden under the part (on his left).

 

I had to go back to younger photos, because his hair is so fine now, that it's hard to define.

 

trumphair.png



#37 robcat2075

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Posted 31 October 2017 - 12:47 PM

The T-shirt is a cloth simulation.

 

I started with the most basic mesh I could spline to approximately form it to the character, then I used the SplitPatch plugin to subdivide it for cloth.

 

ShirtSubDiv.PNG

 

There were several cycles of that where I'd run a simulation, decide it was too tight or too lose in places and go back to the low-spline version to make alterations, subdivide and test again.

 

 

Since the shirt was made in a T-pose, the character needs to start out that way, too. I also made a pose slider for the character to squish him so that none of him was touching the cloth on the first frame.

 

This GIF shows the complete simulation starting from the T-pose, expanding the body, and then moving into position for the planned image

 

(click to animate)

ClothSim.gif

 

post-544-0-41818100-1509482634.gif


  • johnl3d, Rodney and jirard like this

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#38 Rodney

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Posted 31 October 2017 - 04:25 PM

That is a great demonstration of how it's done.  :)


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#39 itsjustme

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Posted 31 October 2017 - 08:21 PM

Great stuff, Robert!




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