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Here's a stereoscopic version of the final. I a bit surprised that it worked out this well since I had to paint the hair into the depth map...well I'll make the tutorial for this in a couple days.
Grab those glasses and make sure that red is over your left eye. |
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Fin! I may revist it to add a better cot, straps around the cot joints, and an arm wrap for the guy...for now it is done. yeah!
Couple things I learned on the photoshop side:
- using the "photo filter" option under image->adjustments is great for initial color correction. allows great control if elements are corrected separately.
- painting hair can be a really long process, but nearly as long as rendering the hair with HDR in Max. So, for images I think hair will always be a post effect unless I'm using the default scanline renderer.
- I didn't have time to make a nice bump map for the characters and it really showed in the renderings. However, by apply a "sponge" filter and setting the layer to overlay, I was able to break up the "smoothness" of the skin.
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Finished rendering and now working in post. Can see the differences side-by-side...a lot of photoshop work...whew!
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Another option for the background. The beach setting is kind of nice as is the warmer color scheme...almost romanticizes the event a bit...ground needs to be warmer and that cruise ship in the background has to go... :)
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Playing with some photo backgrounds. Not sure which one I prefer. Would love to hear some feedback from others on this. I'm leaning a little towards the split mount one (first image), but each has some aspects that I like.
Anyway, will end up rendering object channels for each major object so that I can isolate each object easily for additional painting and such. Will also paint in the hair since the render times for full-res and approaching several hours because of the hair. |
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Created the ink bowl's craddle and restraint strap. Put in some hair using Max's hair system. This really increased my rendertimes. (was: 6min for this res, now: 17min) Not even sure I like it. May be able to just paint in better hair, but will need some geometry hair for the 3D Print.
Also added some vertex coloring to Toma's back to make it look more "worked on." Also colored the ink pen/needle a bit to look like it was actually used.
And finally I exaggerated the wrinkles in the blanket (adding some new ones too) and painted in the artist's beard.
Toma is 100% printer friendly as is the artist. Will have to redo all hair for the printer and maybe the cloth to make it thicker. Overall, 80% of the scene is printer friendly... |
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Painted on some potential details to get an idea of what to expect. Really not sure what I'm going to do with the background... |
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posed Toma's hands by re-rigging the hands since the initial rigging was lost along the way.
Realized the artists "support" arm should have a slightly different pose. Not sure how I'm going to fix it since the mesh has been finalized and is *very* high res...might have to bite the bullet and see what I can get away with.
Next up, fix artists support arm (one on top). Then move on to Toma's facial expression, hair, accessories, ...
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To break up the monotony a little, I create a stereo image of my last update. Will write a tutorial on this once I finish the image, but it's a pretty simple process and produces good results. Not sure how to do a nice color one, but this will do.
So grab your red/cyan glasses and enjoy. :) |
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Created a real quick ground in ZBrush. Rocks look a bit more like hills than objects resting on it, but will tackle that later.
Also adjusted Toma's hand pose and facial expression a little. Realized that I can't go back and skin her fingers so I have to do it by hand using soft selection and regular transforms...sigh. Well, once those are in place I can jump into ZBrush and finalize her expression and model. |
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Added some eyes (what a pain...) and a bowl with ink. Working with the model at this res is such a pain. In the future I'll either do a model for the printer or for image/anim since working with the model at full res in Max is brutal.
Ran into the lofting problem again when trying to wrap the artist's forearms. For some reason the loft/sweep was twisting and I couldn't get it to behave. Once this project is complete, I think I'm going to just spend some time debugging the issue...
Not sure how I'm going to do the hair. I can get printable 3D hair by converting the hair effect into a mesh and capping the holes, but that increases the polycount even higher...will save for end.
Will scatter a couple more bowls around and put a ground in next. Then comes finishing up toma... |
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Gave the guy some eyebrows and cleaned up the model some more. (e.g. better color for shoulder scar) |
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Big update...
- finished detailing the various parts and assembled them into one hulking model (1+ mil). Changes include his shoulder scarring, hand poses, and better back and side. (only visible for 3D Print)
- modelled the tattoo pen. decided not to do the traditional "two stick" approach since I didn't like the composition it gave. Also had to make it thicker and shorter due to the 3D Printer specs.
- Started texturing the guy. Kept it simple due to time. I basically chose a base color and used ZBrush's highlighter tool to brighten/darken spots. (peaks got brighter, creases got darker) This accentuated the form and should help when printing it in color since some of the actual surface detail may be lost. |
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Posed the artist, brought him into ZBrush and started detailing him. I detached the hands just to make it a little easier to detail them. Am planning on "wrapping" his forearms so no seam should be visible. |
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Added a bit of texturing and added some more bulk to the character.
A co-worker of mine suggested using this comp for a potential 3D print, which is a great idea. Unfortunately, the printer needs all geometry to be solid objects and of a very high poly count. (e.g. no open edges, no intersecting parts, etc.) ZBrush seems like the ideal candidate for this since that's it's speciality.
Binging Toma over to the printer shouldn't be too much of an issue. I basically have to close her eye sockets. The artist however, is a bit more complex. Since I decided to use normal maps for the details, I don't have a good base polygon mesh I can just subdivide to get the final mesh (like Toma). I'm in a tough situation.
So, what it comes down to is closing the mouth and eyes for the artist. Then rigging and posing a very high-poly version of him (which is always painful in max - maybe a job for skinwrap), then bring him back into ZBrush and resculpt and texture parts of him.
Since I wasn't planning on animating this guy anyway, I'll probably just call this one "done" and do the rest for the final image/print. If ZBrush 2.5 was out I could rig him in ZBrush, but oh well... |
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Think I figured out the problems I was having with the seams. It appears to be a direct result of various UV face being inverted. Will look into it a little deeper for my next character, but this seems to be the case.
Because I had to redo the UVs, I also had to resculpt the guy in ZBrush. Still need to clean up the arms, and detail the back and feet. Also need to add scarring and tattoos. Once i finish with the detailing work (don't want to spend too much time on it since the deadline is looming) I'll create his color texture and then start the rigging and posing process.
Linked image compares normal map vs. no normal map and shows the character in a couple different lighting situations. |
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Worked on sculpting the body a bit more being more careful since I was planning on this being "it".
Unfortunately, I'm running into all kinds of problems with seams for the normal map. Followed all the suggestions and presets for the ZMapper, even the suggestions for someone using v8 and nothing works. So, right now I have a big nasty seam down the sides, across the shoulders and at the wrist...
I like the benefits of normal maps and could see this being my main method of detailing in the future if I can just sort out the seam issue.
Well, the larger image has the same guy w/ normal map in 3 different lighting conditions. (direct, HDR 1, HDR 2)
Next up test this normal map in v8, and start painting the texture. |
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Pixologic came out with a free update to ZBrush for normal map export, and it is cool! I took the model on the right into ZBrush, did a quick scultping session on him, exported the normal map and brought it back into Max all in under 30 mins. It works great for those little details. Will try finishing the body with normal maps instead of polymodeling the details. |
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Added quad/tube hair for the beard, eyebrows, and eyelashes. Also did some tests with HDR images for lighting combined with key lights for specular. Image to left shows (a) HDRI Lighting only, (b) HDR + 1 key light, (c) HDR + key + high shine. |
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Quick sketch of beard on head model... |
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Spent some more time on the texture and bump maps. Grabbed some eyes I had laying around and plopped those in. (will end up giving him blue eyes in the end) Brought the beard higher so can see it from proposed angle.
Next up is eyebrows, quad strips for the beard, and eyelashes. Hopefully will be done with the head in 3hrs... |
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Beginnings of the tattoo artist. Bump map was created very quickly using a high pass filter, desaturate, and adjusting the levels. Didn't add any additional pores since I'm still painting the map...
need eyebrows, color to the lips, wrinkles on neck, and texture for the ears. Then on to adding actual eyebrows, eyelashes, eyes, and stubble.
I dropped him in the same test scene, but his colors got completely blown out. Looks the HDR skylight I'm using isn't going to cut it. |
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quick test to see the tattoo on the other side of the body. I like this much better since it immediately establishes how much she's already been through. Will probably have to touch-up all the edges once I get a little farther, since the alignment involved more than just mirroring the various parts.
up next is to model some hand poses. |
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Tried moving the artists elbow onto her shoulder to stabilize his own hand and to pin her down. I like this one better than the other. If he was working on her arm or closer to her shoulder blade, then I'd go with the old one... |
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Replaced the cot with a more detailed one. The "leaf sheet" caused me a ton of grief. Had some weird problems with the Sweep modifier (was going to build each individually), then had similar problems with the Loft tool...ended up creating a poly object and using textures to handle the details. (strong bump and color) For some reason the shape was twisting along the path even though there was only one shape and the path was created all at once.
Pretty happy with how the bamboo turned out in this lighting. Looks rough. created very simply with tubes, some editing, and a simple beige texture.
Also put in a temp expression on her face. (only one I had from the workshop) |
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Drew over previous image to get better idea of how it might look. Like how the hair falls and the guys arm tattoo/scarring. |
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Brought Toma into the scene and found out the scale was wrong...sigh. (I'll learn one day) Also draped some simple cloth over her lower body. Render is currently using an HDR image as the skylight in Brazil. (nothing fancy) |
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Posed a couple of bipeds and placed with the composition to get what I wanted for this one. Then did a (real) quick overdraw to see some details. |
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Just for fun, I aged her quite a bit and gave her some wild hair. Hair was done with Max's hair and the aging was done by just enlarging the naso* folds. |
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Ended up using Biped for this one since I was having a painful time getting my IK solvers to behave and had to keep moving. Added a couple extra bones to help with weighting, though. (upper arm twist, ass bones, and a pelvis filler bone)
Used SkinMorph to try and get the various extremes to work. This is great tool in Max. It basically allows you to define an angle between bones and then move existing points around for that extreme angle. As the bones approach the extreme, that pose you modeled gets blended in. Unfortunately, I encountered a bug with the system and she never got finished... :(
Can see two morph tests I did for the body (front / back). They playback too fst but scrub nicely. Use the time slider in Quicktime to see the various deformations. |
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Tested out some morph targets. I unfortunately fell under a common problem when doing morphs...I had to change the base geometry after doing some targets...sigh. Oh well. Here are two quick test animations done.
Eyes / Mouth |
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Sketched some hair on Toma, and gave her helmet hair. The hair system in Max didn't quite work for this and the helment hair looks horrible, so looks like I need a complete redo... |
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Final tattoo design and cleanup. Not sure why ZBrush did such a poor job converting the Projection Master image to a texture...so I had to go in by hand and cleanup all the lines. |
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Quick test for the tattoo. Painted a black/white image in ZBrush directly on the mesh then used that as a mask in Photoshop for the tattoo layer. |
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Adjusted Brazil's skin shader to get a really nice gradient across the surface. Real happy with the skin tone. Seems to respond well to light even with SSS off. |
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Applied the textures to the body. Seams a little pale. |
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The painted textures. All done with ZBrush (ZApp), and Photoshop. |
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checker patter test to see if there's any areas with bad stretching... |
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Unwrapped the entire character. Used Pelt Mapping in Max 8 for some of it, but found it cumbersome for the head and hands. I think I just need more practice laying seams since it appears to be an artform in of itself. |
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Wanted to test out texture density so I made a texture of 1x1 square pixels and mapped it onto the head. It showed me how small I could get with the bump and color maps. |
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Worked on the eye a bit, refining the geometry and creating an actual eyeball. |
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Slightly adjust face texture, but tried it under different lighting conditions. Realizing area under eyes may be too dark. |
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First attempt at texturing. Texture created in ZBrush using standard brushes and heavy use of the ZApp plugin so I could paint in Photoshop. |
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Modeled the foot using box modeling. Not 100% happy with the ankles but I'll probably refine it for my next model. |
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same model as below just from underneath. |
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Added the rest of the arm and worked on the wrist quite a bit. |
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Modeled the hand using box modeling technique. I found box modeling a lot esier and quicker for the hand than spline modeling, but spline modeling can't be beat for the head. :) |
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Extruded the arms and legs from the torso then divided adding detail where needed. |
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Started work on the body. Used same technique as the head for modeling this since I already knew the topo I wanted. |
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Finished up the head by adding back of the head, neck, and ears. Placed two spheres in the eye sockets to make sure I get the eyelids right. |
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Started modeling her head using traditional spline modeling technique. Will probably write a tutorial on the technique some day since I don't any mention of it elsewhere. |
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Created a basic wireframe mesh using the topology lines as a guide. Great thing about doing it this way is that it is a natural progression into spline modeling technique. |
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Topology lines for the body. This are much rougher than the face. Had some problems getting all the parts to line up right... |
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Drew topology lines on my reference photos for the face. This is a great method for getting the topology right. In my case, I used splines in Max, but you could easily just draw right one the photo, print it out, whatever. |
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Little concept painting I whipped up. Still not sure what I'm gong to do for final image... |
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Just another costume for Toma. This is during her brawling days. |
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Took my reference photos and stiched them together to create Toma's body type. Then I painted over them all the details and clothing. Not a bad way to do character concepts...provided you have the references to begin with. |
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Initial sketch for Toma. This represents her time as a guardian for the king. The elaborate tattoo on her right arm represents her "years of service" and shows obstacles she's encountered and her rank as guardian. |