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Hash, Inc. - Animation:Master

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Posted

Hi all,

 

I felt guilty for not posting anything new in a while, so here's my newest character render. I'm trying out some photo texturing to add more believabilty. The jeans texture is pretty lo res right now, I used a digital camera. I'll probably use my scanner to scan sections of some jeans for a more detailed decal.

 

I need to rework the feet a bit, too. Shoes would be easier to model, I think.

 

I'm thinking she could wear a jacket that uses the v12 clothsim.

 

Jim

post-7-1108664769.jpg

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Posted

I love that sweater. How did you manage it?

 

Excellent model by the way. And a good makeup job considering most people who make females end up making Tammy Fay.

 

J

Posted

You are the MAN!

 

Nice job so far... there has been a discussion in another thread about materials (procedural textures) vs. decals...

 

I am glad I am not the only one who sticks odd things in a scanner! Is the shirt a material or a scan? I'm guessing material... it has that kind of look but I could be wrong.

 

Just be careful... when you put her on the scanner make sure she doesn't sit on it too hard... could break the glass...

 

Nice...round... boobies... very... tight... sweater... just had to mention it.

 

... I need to get out more....

 

Vernon "!" Zehr

Posted

hello all

 

- just wanted say - beautiful model Jim... and beautiful textures... is that a hair simulation or just clever decals?

 

plus I really learnt a lot from your video tutorials

 

keep up the awsome work

 

Rick

Posted

Hi Jim -

Most excellent model. I like the jeans however there doesn't seem to be a seam towards the foot, ya know where that yellow stitching is that folds over. Perhaps this is what you mean by a more detailed decal?

 

Nice body shape, it's nice to see a female modeled who doesn't have ridiculously large breasts (every now and then).

 

Doug

Posted

Thanks!

 

The sweater texture is made by using patch images (images that you drag onto groups in the PWS), one as a diffuse map and another copy as a bump map. The patch image decals should be tileable. Some of the patches need to have their images rotated still. If you have my Schlitzy model (on the new cd) you can see that his longjohns are done the same way.

 

I use the micro textures that Marcel provided on his site:

 

http://www.kci-group.com/z/

 

I tweaked them a bit to get different looks, but they are a good starting point. The hair is just decals right now. I plan on giving her v11 hair, but I am having trouble deleting parts of the mesh when she has the hair material applied, so I have to wait until the model is done before she has "real" hair.

 

Yes, I have to go back in and add some of the details to the jeans that everyone would immediately miss, since everyone is very familiar with blue jeans.

 

Thanks again,

 

Jim

Posted
...Some of the patches need to have their images rotated still...

Could you elaborate on this just a teeny bit?

 

I have never used this image technique because I never got good results and didn't like the lack of control. How exactly can you rotate these image patches?

 

Is this something new in v11 with the UV editor?

 

Vernon "!" Zehr

Posted

Hey Jim, she's looking real nice. I think the low-res jeans shows what hi-rez is going to do, and it's going to look sweet.

Posted

I am also interested in the tileable decals you discussed. How exactly is this done and what is the PWS?

 

Very nice model, but I think her skin is just a tad too shiny. :)

Posted
but I think her skin is just a tad too shiny. :)

maybe she is sweat?? :P

 

She is great! I wish I someday manage to make something half that good!! Is the pattern (stripes) on the sweater suppose to be a bit stretched some places?

Posted
...Some of the patches need to have their images rotated still...

Could you elaborate on this just a teeny bit?

 

I have never used this image technique because I never got good results and didn't like the lack of control. How exactly can you rotate these image patches?

 

Is this something new in v11 with the UV editor?

 

Vernon "!" Zehr

Hi Vern,

 

When using patch images you drop an image onto a group name in the PWS (Project Work Space). A:M will make it's best guess which way the image is oriented for each patch in the group. It may add the image to one patch with the top at the top, but in the patch next to it, the image may be upside down. So you would choose the patch select tool (shortcut=shift-P) and click on the offending patch to select all the cp's of that patch, then right-click (PC), control-click (Mac) on the selected patch and choose rotate images from the pulldown menu. You would have to do it twice to get an upside-down image to rotate 180 degrees.

 

In my case none of my patch images are set to be color maps, so I can't see them in the realtime preview. I would have to temporarily turn my them into color maps to be able to see which ones needed rotating.

 

Does that make sense?

 

It's not new, although I don't know when it was originally added.

 

Jim

Posted

Absolutely fabulous Jim. The only thing that stuck out for me was the thickness of the jeans material at the waist - a little thick to my eye.

 

How are you handling the blue jean seams. Are you creating patches for them or are you just relying on decal alignment.

 

Cheers

Posted

Thanks, David!

 

At the moment it's just color and bump maps. I plan to add some geometry to the jeans to define the fly and pocket areas better, and probably the side seams too.

 

Yes, the jeans are too thick at the waist. I originally had the sweater overlapping the pants, but just changed that. Gotta fix that, I think I will need another spline there to get it right.

 

 

Jim

Posted

Always good Jim. My eyes keep going to her right wrist though, the transition from the jumper sleeve to the wrist band doesn't match the tight torso shape of the jumper. It looks like the arm belongs to a less form-fitting jumper.

Posted

Patch images!!!

 

I never ever knew you could do that with patch images... fascinating...

 

Thanks Jimbo!

 

The Jim man... the Jimbolator... makin' patches... pullin' splines... talkin with the Vernolator... givin' out tips for the Zehr man... makin' copies...

 

Vernon "Shut me up already!" Zehr

  • Hash Fellow
Posted

Fabulous image!

 

Brings to mind a line in an old Billy Ocean song ...

 

"She brushed by me in painted-on jeans"

Posted

Awesome Jimbo--- I'm with Vern...never knew about yonder patch images.

 

Could we get a shot of her without the jeans and sweater so we can see the underlying geometry?

Posted

Beautiful as ever, Jim!

 

Thanks for the knowledge on patch images. That was news to me too. I mean, I knew that you could drop an image on a group and have it reproduced on every patch in the group but hadn't really seen the use of it and didn't know that you could then rotate. I'm going to have to experiment with that. :)

Posted

Thanks guys!

 

Here's a shaded wire capture to show the mesh. You can see that I tried to make all of the sweater patches almost the same size, so the texture wouldn't distort too much from one patch to another.

 

Jim

post-7-1108730116.jpg

Posted
"Could we get a shot of her without the jeans and sweater so we can see the underlying geometry?"

hehe I'm going to have to remember this line next time I'm out bar hoping. Awesome work as always Jim!

Posted

I hope you got a bit of humor Mr Talbot or I will apologize in advance trying to make a quote - come true a bit:

"Could we get a shot of her without the jeans and sweater so we can see the underlying geometry?"

 

I really admire your work Mr Talbot and your excellent tutorials

but I wonder what are you trying to achieve? 100% photorealism?

 

It scares me a bit - 100% photorealism - not being able to say what is real or what is virtual. Perhaps we better stop trying to achieve such a goal? Where will such a goal lead us? I am thinking about this! Perhaps someone else have been thinking on the same issue? Having some kind of answer?

 

3D-television is that the answer - just 199 dollars -

http://www.3dmedialabs.com/3dtvproducts.html

- seeing Monica Levinsky virtual-live?!.,

Posted

wow, that offends even me!

 

mm, my advice is to try to find out what a naked woman looks like before trying to mod one. ' ' /

 

on a more serious note... jim, you're so photoreal here that you're getting close to the uncanny valley!

 

-jon

Posted

Is there a reason that most people spend very little time modeling feet accurately? Everything on BlueJean Baby looks real, except for her feet. This is not a knock, Jim, just an observation that I've yet to see a model, anywhere, with realistic feet.

 

I'd love to know the reason for this. Is there some kind of major difficulty in doing them realistically?

Posted

Thanks, Jon and Nosferatu.

 

The feet on this model are pretty rough, I agree. Feet are strange things to model, with all the splines coming from the toes into a big boring slab of area. I tried to limit the amount of splines in the toes to simplify the mesh.

 

Personally, I'm not wild about feet. I'd rather just model the shoes and not have to deal with all the distortion a foot makes as it does it's job. Shoes are much simpler.

 

Jim

Posted

I was thinking of trying some of those bvh motion capture files on this model. I KNOW I can't animate anything realistically.

 

But I just like to create models, so if I never animate them, that's okay, too.

 

Jim

Posted

Looks great Jim! How long does it take you to make 1 of these models? How much reference/rotos do you use?

 

I KNOW I can't animate anything realistically.

 

What d'ya mean?! I remember your schlitzy animation was solid!

 

-Alonso

Posted
Looks great Jim! How long does it take you to make 1 of these models? How much reference/rotos do you use?

 

I KNOW I can't animate anything realistically.

 

What d'ya mean?! I remember your schlitzy animation was solid!

 

-Alonso

I guess I'd have to say years. I do a lot of frankensteining of my old models for parts and reworking them to make new characters, so I can't be sure exatly how long it took.

 

I don't use rotoscopes in A:M, but I do sometimes have photos around that I eyeball to fine tune some features or proportions. Most of the time it's just tweak it until it looks good to me.

 

Well, my Schlitzy animation wasn't so good. Stephen's was excellent! But I meant that animating a realistic person is even more difficult, because the expectation is total realism. A cartoony character can be expected to animate like a cartoon. When realistic characters don't move realistically, people will notice anything wrong with it.

 

Jim

Posted

well, schlitzy might not have actually been drunk...

 

could be jim's animation was just that bad! ' ' )

 

-jon

 

(actually, it seems as he didn't animate the little guy at all! check this out.)

Posted

The ballet animation looks so natural that it stretches the envelop. Absolutely amazing!!

the only other word I can think of right now is "WOW!!!"

 

P. S. I still want to see a closeup render of Bluejean Baby's face

Posted

CLAP! CLAP! CLAP!

 

Awesome use of a BVH! That was COOL Jimbo! Reaaaallllyy cool!

 

Just WAIT until we get our hands on v12's SimCloth with these BVH actions.... Thats the only thing looked unnatural there, was the fact that she was so 'glued' together...she needs some dynamics.

 

I agree, the feet are a detriment. Shoes are much easier to model. Feet are even ugly on beautiful human supermodels. The answer? Slap a set of stiletto's on her. No? how about some Converse AllStars then?

 

That animation was entertaining. Thanks!

Posted

At the risk of being a fan boy post - this is simply, stunning and marvelous work ! Congrats Jim ! The ballet really suits this character. Or this character is suited to ballet. And I think the short hair works well for her, even though I gather you have something else in mind for her.

 

Just "WOW" kind of work.

 

Doug

Posted

Simply stunning, Jim. Truly. Any chance I could use her in a video I'm trying to make? :D (big longshot, but you never know...)

 

You know, that kind of got me thinking about a "digital actor" concept. I find myself in the position of using the same A:M model for the same voice actress in two different productions, (because I can't model a straight spline to save my life!) and it just hit me that it's no different from a real actress being in two different movies. I wonder how long it will be before we see digital actors being reused and credited as their model name...

 

Maybe I should set up a digital casting agency... :)

 

Keep up the excellent work!

Posted

Dear Jim, I've always felt that you are THE BEST (i've had to use capitals) MODELER in whole AM community ever!!!

 

I've spent several hours just admiring your models and how the splines flow. Poetry in modeling if I could say that.

 

Hope that this does not make you too proud (You know, pride is sin ;)

 

GREAT!!!

 

Drvarceto Trajce

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