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Goty
04-29-2007, 11:00 PM
Hey folks...

Just posting this thread on the current progress of my current 3D endeavor, a Self Portrait. Wewt.

Anyways, this is the most difficult and complex 3D project I've undertaken. I learned alot from texturing and modelling my last project, the The Goblin (http://img252.imageshack.us/img252/5636/gobbiepostxt5.jpg).

This time around, I paid close attention to the topology of the head model (edgeloops and other fanschy 3D terminology), as well as the use of high res images taken by a professional photographer in even lighting from a studio where I work to create the textures.

This project has been pretty intense for me, especially since previously, it was all generally straightforward - Color Map for the goblin skin, Bump Map for the facial details, and good lighting. This time, we're talking "subsurface scattering" materials.

In other words, just like in real life, light will go through the skin of the model, bounce around, and come back out of the skin with the colors of the subdermal fatty tissue layer. Shine a light through the back of your ear - and it comes through in a reddish color. That's subsurface scattering: The 3d simulation of translucent skin and the skin layers underneath the epidermis. I've got color maps for the epidermis, maps for the subdermal layers, maps determining how much light shines through what areas of the skin, etc.

Yes. It's as big of a headache as you can imagine - but loads of fun, if you're into this sort of stuff.

So far so good. This is the most recent high quality render from last night. Sadly, I fucked things up pretty bad with ONE stupid action, and can't undo it. I've got about a day's worth of work to redo just to get my work to look like this picture once again, but here's where I am so far. If the thread garners enough interest, I'll keep updating, but I can understand folks not wanting to see endless pictures of my ugly ass mug staring them in the face in digital form.

http://img75.imageshack.us/my.php?image=texturetest3oa2.jpg

That's a scraggly, haven't-shaved-in-a-few-days, bald me. The hair's a whole new headache I don't feel like playing with much until absolutely necessary.

alfaroverall
04-29-2007, 11:08 PM
Eyelashes are a bit...well, feminine (I'm not homophobic, so if that's how you roll, go for it) but very very good.

Goty
04-29-2007, 11:13 PM
Eyelashes are a bit...well, feminine (I'm not homophobic, so if that's how you roll, go for it) but very very good.

Think the eyelashes should be thinner?

They were pretty painful to make, lemme tell ya... I'm not entirely satisfied with them, though. Might need them to be smaller, but more numerous instead of fatter and lesser in number. :/

Thanks for the input, man.

Stark
04-29-2007, 11:29 PM
I have even more feminine eyelashes than that, what do you want me to do with them?

Metal Wolf
04-29-2007, 11:40 PM
Shortening the lashes and thining them while increasing the number should make them more masculin plus add some randomness to there shape and have a few go kinda screwball, as oposed to the perfectly aligned and positioned look, thats also whats making them look feminine.

And its my opinion that if you have some unshaven scrag that you should also have it around your chin and such otherwise it looks odd. Though you maby be one of those people who don't have much hair on their chin I dont know.

Whats the pollycount 60k+?

Goty
04-29-2007, 11:55 PM
Shortening the lashes and thining them while increasing the number should make them more masculin plus add some randomness to there shape and have a few go kinda screwball, as oposed to the perfectly aligned and positioned look, thats also whats making them look feminine.

And its my opinion that if you have some unshaven scrag that you should also have it around your chin and such otherwise it looks odd. Though you maby be one of those people who don't have much hair on their chin I dont know.

Whats the pollycount 60k+?

The hair stuff all comes next: I have a goatee and 'stache thing going, but I didn't want to use textures for those, along with my eyebrows - we're goin' crazy and using actual Hair for it.

The eyelashes were a definite pain, but I'll definetely have to spend a little more tie fixing them up a bit more.

Thanks for the input :D

I'll post polycount when I get the chance when I get home.

Xian
04-30-2007, 08:33 AM
Very nice. I really love the stubble so far.

I always think when people have made 3D models a common mistake is to make the eyes too white. You should at least always be able to see, very lightly, some of the blood vessels in the eyes.
Also theres the pink bit of flesh (I dont know the name for it) on each side of the eye socket.
The eyes are the most important part of capturing a character in 3D.

Dronjak
04-30-2007, 11:04 AM
Really nice work :)

angelfang
04-30-2007, 03:58 PM
Think the eyes are a little big. Makes the picture look a little too cute, like anime. I trust that you weren't going for that look.

Fylraen
04-30-2007, 04:18 PM
Think the eyes are a little big. Makes the picture look a little too cute, like anime. I trust that you weren't going for that look.

Possible. I'm not sure though, I think maybe the top of the head is just a little too small / short? Since Goty normally has hair I guess, it's probably hard to model the dome from real life. Also, adding eyebrows will probably take some attention away from the eyes.

Definitely cool work.

Red Morgan
04-30-2007, 06:42 PM
Good job! I'm impressed! What did you do that in?

Khumash-Gor
04-30-2007, 07:50 PM
nice work, other than the previously sated feminine appearance of the eyelashes, it looks great.

Goty
04-30-2007, 09:08 PM
Good job! I'm impressed! What did you do that in?

Modelling and all done with 3D Studio Max 9, textures composited/painted/chopped/diced/rinsed and repeated in Photoshop CS.

Very nice. I really love the stubble so far.

I always think when people have made 3D models a common mistake is to make the eyes too white. You should at least always be able to see, very lightly, some of the blood vessels in the eyes.
Also theres the pink bit of flesh (I dont know the name for it) on each side of the eye socket.
The eyes are the most important part of capturing a character in 3D.

Funny you mention the pinkish tear duct... That's the part that screwed up my texture work and set me back at least two days!

Long story short, I detached the tearducts from the head in order to texture them seperately - and accidently made the texture mapping go completely wonky (as in, the lips on the texture extend down to near the ear lobes, etc..). My dumbass accidently pressed Ctrl-S instead of Ctrl-Z. Felt like a total fuckin' newb, but hey; it could be worse.

Poly-Count: 73,760

Thanks for the feedback, guys. I'm glad its turning out this well. Next, I've got some edits on the eyeball texture (yep. Eye veins), hair systems for the 'stache and goat, and then the impossible task of realistic hair for the top of my dome.

The head model might have an innacurate shape because it really was pretty tough to "guess" the shape 'cause of my hair in all my references. It's close enough, in my opinion, that it shouldn't be a problem in the long run.

I'll save tweaking the eyelashes until the end, because that'll be easy - and because I want to see how it all looks when put together with the eyebrows. Eyelashes, even on guys, are deceptively long. Take a look at some eyelash pics, or look at your lashes in the mirror from the side and see how long they are. Those fuckers are pretty long; so if they still look too feminine with the rest of the hair in place, then the tweaks can be made in just a few minutes.

I'll post up an image of the eyeballs with the updated textures once I get that done, hopefully by the end of the day.

alfaroverall
04-30-2007, 11:37 PM
Think the eyes are a little big. Makes the picture look a little too cute, like anime. I trust that you weren't going for that look.
I disagree. The eyes remind me of The Sims 2, which had a really good character generator.

Goty
05-01-2007, 04:05 PM
Any of you guys have any decent character modelling experience?

If so, how would you go about modelling curly, gelled hair?

http://img125.imageshack.us/img125/5503/hairtroublemu2.jpg

After hours and hours of playing with the Hair and Fur modifier, I still don't have a decent result. Sure, it looks fine when rendered with the textures on the face and all - but it doesn't look like my hair, and I can't figure out a solution to this, even on the 3D forums I troll...

Any clues on here?

angelfang
05-01-2007, 06:12 PM
Retract my statement....... your eyes look dead on :idea:

Dronjak
05-01-2007, 08:44 PM
Any of you guys have any decent character modelling experience?

If so, how would you go about modelling curly, gelled hair?

http://img125.imageshack.us/img125/5503/hairtroublemu2.jpg

After hours and hours of playing with the Hair and Fur modifier, I still don't have a decent result. Sure, it looks fine when rendered with the textures on the face and all - but it doesn't look like my hair, and I can't figure out a solution to this, even on the 3D forums I troll...

Any clues on here?

Woow. I must say this again; You are doing a really awsome job, man. :D
Thats really nice. 20 out of 10 :)

Goty
05-01-2007, 09:08 PM
Woow. I must say this again; You are doing a really awsome job, man. :D
Thats really nice. 20 out of 10 :)

Thanks, Dronjak. I appreciate that :)

Goty
05-02-2007, 12:00 AM
Here's a quick update:

http://img254.imageshack.us/img254/9052/texturetest4eyeyn0.jpg

Ain't I hideous? My digital self can eat thirteen ice cream cones in ONE chomp. How badass is that?

This is the current state of my model, after that screw up with the tear-duct. I'm gonna put in a few hours today to get everything back in its right place.

But for now, here are the changes:

Eye now includes veiny goodness.
Subtle liquid effect around the inside of the eyelids.
Tearducts complete and textured.

Close-up:

http://img137.imageshack.us/img137/3721/texturetesteyesd9.jpg

Couple of tweaks needed on that damned eye-liquid, but that shouldn't take too long. Now I'll probably just bury my head into fixing the texture fuckup.

Rogun
05-02-2007, 07:43 AM
I am not as familiar with 3ds max, so I cant give much input. I'm more of an animator, and not as good with modeling and such. But one thing I had noticed that distracs a little from the render is the lighting.

Are you using any kind of global illumination? How many lights do you have in the scene? One of th big distractors is the shadows as well. If you can improve that some it will improve the overall look of the character. In terms of proportion everything seems ok to me. Also the textures seem to stretch a little in places. Around the nose, chin, eyebrows. Really get those suckers hi-res. :)

Have you seen this guys self portrait?

http://forums.cgsociety.org/showthread.php?f=121&t=472843

Not to say anything bad about yours mind you. The way I always said it, if someone made a more badass animation than me, well just have to make MINE better now. It takes a lot of practice man, and you seem to have the determination and skill to do it! Me? I could never quite get the modeling part of 3d down.

Goty
05-02-2007, 03:50 PM
I am not as familiar with 3ds max, so I cant give much input. I'm more of an animator, and not as good with modeling and such. But one thing I had noticed that distracs a little from the render is the lighting.

Are you using any kind of global illumination? How many lights do you have in the scene? One of th big distractors is the shadows as well. If you can improve that some it will improve the overall look of the character. In terms of proportion everything seems ok to me. Also the textures seem to stretch a little in places. Around the nose, chin, eyebrows. Really get those suckers hi-res. :)

Have you seen this guys self portrait?

http://forums.cgsociety.org/showthread.php?f=121&t=472843

Not to say anything bad about yours mind you. The way I always said it, if someone made a more badass animation than me, well just have to make MINE better now. It takes a lot of practice man, and you seem to have the determination and skill to do it! Me? I could never quite get the modeling part of 3d down.

That guy's self portrait was actually what inspired me to get off my ass and make one of my own. I'd thought about it for awhile, but never hunkered down to get it done until I saw his. Outstanding work, that one. Took him what, a year or so to complete?

Lighting wise, I'm just using a 3-Point Lighting set-up: 3 Lights, Key/Fill/Backlight. Rendered in Mental Ray with no GI or anything. Fancy renders with optimum lighting is best saved for last because they slow down a render to impractical levels. It already takes me about 2 minutes to render my head without GI, so I don't need any more slow down, especially since I'm rendering to test textures and such. In the end, I'll be setting up a final render with all the pretty stuff as I can muster.

The textures themselves are quite high res; the stretching is just me needing to make some adjustments to the UV map in problem areas. You've got a good eye for that stuff, which is great. All the more attention to detail that I need to put in to make this as high quality as possible. :D

Goty
05-03-2007, 12:35 AM
Quick update:

Eyeball finetuning (liquid, more tearduct awesomeness, etc)
UV Map Repair (texture stretching begone!)

http://img254.imageshack.us/img254/2196/texturetest6ml2.jpg

Next:

1) Textures to be tossed into the shop for a quick Rinse Cycle (read: Cleaning up smudges and dirty spots)

2) Facial Hair

References:

http://img464.imageshack.us/img464/1910/referencepostyd1.th.jpg (http://img464.imageshack.us/my.php?image=referencepostyd1.jpg)

Kentril
05-06-2007, 12:18 AM
very cool, nice job!

;)

BlackVolgan
05-06-2007, 01:08 AM
wow, your pro goty

Goty
05-06-2007, 02:42 AM
wow, your pro goty

Thanks, dude :)

Work in this is still going.

I've pretty much fixed texture stretching on all areas of the face, but the changes are so small and cosmetic that I'll wait to post an updated render until something more noticeable is done.

For the hair, I spent the day researching for a decent hair plugin, since Max Hair/Fur was a little too unstable for my tastes (after the nth crash on rendering hair, and the difficulty in coming up with a way to curl the hair, I got tired of Max Hair). I got my hands on Ornatrix, a decent hair creation tool, and will be trying to get started learning the plugin - and then on to my hair/stache/goatee.

Goty
05-10-2007, 06:53 PM
Update:

Hair on head close to satisfaction. A few tweaks needed here and there, but it's pretty damn close to what my hair looks like now. The references have longer hair, but normally my hair is cut pretty short. I'll start working on the eyebrows next, and hopefully will have some facial hair by the end of the day. :D

http://img264.imageshack.us/img264/860/hair5qp0.jpg

Hopefully being the key words.

Stay tuned folks, this one might get finished by the end of next week. Maybe even sooner, if I get the time to do what I need to get done.

Razli
05-10-2007, 07:00 PM
Looks F'ing fantastic......I want your 3d portraits Babies......


On a more serioyus note, it looks really good. And i could see my self doing summin that good.....

Im pretty shite at art.

Bensidhe
05-10-2007, 07:59 PM
JUst a quick note, soften the shadows around the nose,maybe look at the left eye, the eyelashes cast a shadow that doesn't fit there. Small, nit picky things but I think you're going for broke on this . Other than that, goddamn I wish I had your talent !:D

Fylraen
05-10-2007, 09:04 PM
Awesome, looks really cool.

Here's the crit from someone who has zero clue how to make what you made: I only know what you look like from the references, but there's something off just a little bit with the jaw. It descends too much from the ear to the chin, in the angle that you've shown here - maybe try dropping the jaw hinge an inch or two and pushing it into the face a tiny bit? If you look at the equivalent angle view of yourself in the photos you posted as references, you have a more masculine / square jaw than your model does.

Could be the chin too, maybe it's not that the jaw hinge is too high, it's that the chin is too low. Can't really tell.

edit to add: The shape of the mouth / lips is really accurate. Very hard to do even on paper, good work!

SentrySteve
05-10-2007, 11:08 PM
Are you in / trying to get into the video game industry?

That literally looks professional. Granted, I know nothing about models / animation – therefore I don’t really know if what you made is applicable in any way – but it’s still a very impressive show of skill.

Goty
05-10-2007, 11:46 PM
JUst a quick note, soften the shadows around the nose,maybe look at the left eye, the eyelashes cast a shadow that doesn't fit there. Small, nit picky things but I think you're going for broke on this . Other than that, goddamn I wish I had your talent !:D

Yeah, softer shadows across the whole model is the best look to get, but the most realistic lighting I can muster sacrifices render time by a ton. Right now, it takes about 5 minutes (give or take) to render what you see. If I start putzing around with lights and add some global illumination and all that fancy shit, the render could easily hit the 20-30 minute mark. The render setup I have going here seems to be a good balance between render speed and overall quality. :D

Good eye on the shadows, though. Most the time, little details like that go pretty much unnoticed by folks who aren't into the 3D field.

Awesome, looks really cool.

Here's the crit from someone who has zero clue how to make what you made: I only know what you look like from the references, but there's something off just a little bit with the jaw. It descends too much from the ear to the chin, in the angle that you've shown here - maybe try dropping the jaw hinge an inch or two and pushing it into the face a tiny bit? If you look at the equivalent angle view of yourself in the photos you posted as references, you have a more masculine / square jaw than your model does.

Could be the chin too, maybe it's not that the jaw hinge is too high, it's that the chin is too low. Can't really tell.

edit to add: The shape of the mouth / lips is really accurate. Very hard to do even on paper, good work!

I'm definitely not done making general adjustments to the base head mesh. I spent about an hour making a few adjustments here and there last night, and it seemed to make the model even more accurate, but there's still a few areas that aren't quite there yet. I'm not too positive on the chin, but I wanted to see how it looked once I put in some chin fuzz before making any drastic changes. Everyone was definetely right about the eyelashes though - They need to be a little skinnier and more numerous - and the ones on the bottom need to be shorter and more "holy crap we're twisted out of our minds".

Are you in / trying to get into the video game industry?

That literally looks professional. Granted, I know nothing about models / animation – therefore I don’t really know if what you made is applicable in any way – but it’s still a very impressive show of skill.


Thanks for the kudos. I'm really pretty happy to see that all these hours of working on this are coming together so well. The model as is was definetely modelled with the future potential for animation. I modelled it with as much attention to 'edge flow' as possible, to avoid any strange distortions if I start creating facial expressions and such. If I end up deciding to use this head for any animation (lip syncing, scenes, etc), it'd really just need a good few days to set up some decent rigging, or another technique we call "morph targets."

Oddly enough, I'm not really all that interested in getting into video games. Working with poly-count restrictions are great for some, but the way a low-poly modeler approaches a particular character/object/scene is different enough from working without restrictions that really, I prefer to just go crazy. Sure, I make sure to keep things are efficient as possible and waste no extra polys - but to cut out just about everything from a mesh and compensate with texture techniques (normal maps and the like) is just not something that interests me as much as modelling out the details. For example - for a game char, the eyes would most likely be a well textured orb. For my head model, the eyes were actually modelled piece by piece (http://www.3dluvr.com/rogueldr/tutorials/eye/eye_parts02.gif). My eyes don't have as many pieces as that last link, but you get the idea.

I'd much rather find myself landing a gig as an organic/inorganic modeller for films, whether we're talking Pixar type 3D Films or Special FX Studios (think Gollum, Spiderman, etc).

I wouldn't turn down an offer to work for a game studio, though. 3D is 3D no matter how you look at it. :D

lordbelerial
05-12-2007, 12:15 AM
coming from a 3d guy as well, the SSS shader seems a bit off, or it may be the lighting. one of the things bugging me is the lack of light specifically coming through the back of the ear, just a skosh of it. hair doesn't look too bad, getting the gel effect in hair and fur is moreso a spec thing, and controlling sizes of the individual hairs themselves usually

nice work though

Goty
05-15-2007, 12:28 AM
UPDATE:

http://img247.imageshack.us/img247/8617/allhairja1.jpg

Well, here's a render with all the hair progress to date.

Tweaks are needed to smooth the ragged hairlines on the goatee and forehead. Hair parameters need some tweaking as well. The ears on the model, I realize, need to come out more - this is also part of the reason little light is shining through the SSS Shader. The ears are just a little too close to the head. If that doesn't do it, I'll have to get to that when I do some more tweaking on the textures, which are almost complete but need a little more loving before being considered done.

I may also redo the facial textures to get rid of the unshaven cheeks and re-do the scruff with real hair, like I've done for the rest of it. The difference may not be that noticeable, but it'll make it easier to alter the look I want in the end.

alfaroverall
05-15-2007, 12:31 AM
If those are little tiny zits, specifically on the forehead, then very well done. If not, then what are they?

Goty
05-15-2007, 01:03 AM
If those are little tiny zits, specifically on the forehead, then very well done. If not, then what are they?

Honestly, I hadn't noticed those marks there before. Probably just some cleaning up I have to do on the texture. There's random splotches of darker, dirty looking skin from where I combined reference photos and painting for the texture. That, or they're those little scars you get from popping zits as a teenager that I hadn't noticed before.

*shrug*

I'll have to take a look at that when I hit the textures again after my hair is done.

Apewall
05-15-2007, 02:17 AM
Goty I always like seeing your work, this self portrait is looking pretty good. Perhaps a little work on the eyes - which could just be the bland lighting, if its not I'd suggest and you're good to go.

Might we get a wireframe with the next screenshot, I demand to see topology.

Using realistic hair is always a battle, I'd stick with what you have for the scruff on the cheek, as it looks good as is.

Goty
05-15-2007, 02:40 AM
Goty I always like seeing your work, this self portrait is looking pretty good. Perhaps a little work on the eyes - which could just be the bland lighting, if its not I'd suggest and you're good to go.

Might we get a wireframe with the next screenshot, I demand to see topology.

Using realistic hair is always a battle, I'd stick with what you have for the scruff on the cheek, as it looks good as is.

I appreciate the kind words, man. For the eyes, I'm thinking about recreating the eye texture from scratch. The textures I'm using for them now are just photomanipulated eye textures I found on Google, and the resolution on the veins and whatnot is so low, it's making a bit of a dent in the quality of the renders.

I'll get some wires posted next chance I get - probably when I get home tonight. :)

Fylraen
05-15-2007, 03:00 AM
This next step looks great, more true to life. This is awesome!

I like the step-by-step you're giving, it's really cool to see the progress.

On this current render, the eyes have too much white, compared to your pics. Increase the size of the iris, maybe?

Apologies if the crit comments are annoying too. ;)

Goty
05-15-2007, 05:26 AM
Here are the wires:

http://img508.imageshack.us/img508/1773/wirescopyvn2.jpg

The eyes seem a ton more realistic, with this render setup I used for these. Maybe the solution to the eyes lies somewhere in the scene's lighting, like Apewall said. Hm.... Fruit for thought.

Razli
05-15-2007, 05:05 PM
All looks great, keep up the good work!:D

Apewall
05-19-2007, 04:19 AM
Nice topology from what I'm seeing, I haven't had time to work on my own 3d work lately, but had started my own self portrait long ago in Maya, harder to make yourself recognizable then a celebrity, in my opinion.

Zalasahr
05-20-2007, 12:58 AM
!

Goty
05-23-2007, 12:01 AM
A little update:

This update, I decided to revisit my eyes as a way of taking a bit of a break from hair. The hair is coming along quite nicely, but so many hours of tweaking maps and parameters make Jack a dull boy.

I remodelled the eyes from scratch and hand-painted a texture, since we all seemed to agree that the google-fu'd eye texture was just a lame idea. Plus, as much work as I'm putting into this project, it'd be ridiculous to end it with some shitty eye texture I didn't even create.

So, here's some eyeballs you can all eyeball for awhile.

http://img512.imageshack.us/img512/2903/faceeyesah3.jpg

http://img518.imageshack.us/img518/8937/eyealonetb6.jpg

Niall
05-23-2007, 12:05 AM
Jesus, I could never even come close to something like that. How do you do it? I look at PC gamer and see head renders... this is what you'd expect to see in the newest games! Wow... just wow...

Fylraen
05-23-2007, 02:04 AM
Haha, they're so good they're actually out of place in the model, they look just about real. Great work man.

Goty
05-23-2007, 03:53 AM
Thanks for the compliments on my work, you guys. It's definetely been a shit-ton of work so far, lemme tell ya... Still plenty more to go, too.

*grinds s'more*

EDIT -

Figured I might as well set up a render with the current state of the hair. Tweaks are still going, and the way the hair is reacting to light is still pretty wonky. Heheh. Wonky.

http://img337.imageshack.us/img337/8980/eyestotalew3.jpg

Rashgar
05-23-2007, 04:32 AM
For dark hair like yours, take a close look in the mirror, the hair tint actually comes from under the skin. Where the folicle begins. Kind of like a shadow that is distorted by the different pigments and comes to a head just as it breaks from the pores.

If it makes more sence, Like a tattoo. The ink for the tattoo is under translucent layers of skin, and the Bulb of your hair is under those same layers. The skin along the hairline should be slightly darker.

Rashgar

Goty
05-30-2007, 09:37 PM
Just a quick update:

Still tweaking hair, and I'm about to pull out my own real hair.

http://img501.imageshack.us/img501/1315/hairlinetroublewo3.jpg

Trying to figure out a viable solution to this problem without reconstructing the scalp object - 'cause that'd suck. I'd have to restyle the hair and all, unless I'm mistaken.

Maybe some of the other forumfallers who are into 3D will have any ideas, but if anything, at least those who were keeping up with the thread will at least see this project is still alive and kicking.

I'm estimating completion of this project no later than the weekend - but it could go as far as another week. I just can't see it taking much longer, unless I start looking for those little devils in the details.

Apewall
05-30-2007, 10:24 PM
Just a quick update:

Still tweaking hair, and I'm about to pull out my own real hair.
Trying to figure out a viable solution to this problem without reconstructing the scalp object - 'cause that'd suck. I'd have to restyle the hair and all, unless I'm mistaken.

Maybe some of the other forumfallers who are into 3D will have any ideas, but if anything, at least those who were keeping up with the thread will at least see this project is still alive and kicking.

I'm estimating completion of this project no later than the weekend - but it could go as far as another week. I just can't see it taking much longer, unless I start looking for those little devils in the details.

I'm completely lost as to how 3DSMAX handles hair, with Maya we use nurbs curves or nurbs surfaces to do that for us, if you want to ajust the hairline its as simple as moving some CV points.

Goty
05-30-2007, 11:35 PM
I'm completely lost as to how 3DSMAX handles hair, with Maya we use nurbs curves or nurbs surfaces to do that for us, if you want to ajust the hairline its as simple as moving some CV points.

There's a way to have splines as hair emitters in Max, but I went a different route thinking it'd be simpler.

In the end, I'd say the way I went was about as simple as using splines would have been - but with a different set of hurdles to jump. Pain in the ass, nettle covered hurdles.

Goty
06-10-2007, 10:45 PM
Aaaaand we're done!

http://img61.imageshack.us/img61/2012/selfportrait2vp8.jpg

Truth is, there's even more tweaking I'd have liked to do, but something major happened this week.

One of the guys I work with has a close friend who works at - you wouldn't believe this - Rockstar. The Rockstar. GTA Rockstar.

I got in touch with this contact and he explained that they were looking for high poly modellers for use in their marketting and such, and in the 're-purposing' of in-game assets for high quality CG Trailers and crap like that - and he told me to get my shit together over the weekend and send him a reel and resume, which he'll pass on to the creative director.

There's no guarantees (hell, far from it) and I personally doubt this could possibly pan out (I mean, I'm good; just not that good), but that doesn't mean I'm not gonna bust my ass to get my shit together and pass it to this guy. He said he understands that my reel might not be complete, since this is all such short notice, but that something to look at should be sent anyway.

Crazy shit, and I'm pretty much freaked the hell out; but I'm really just excited to get this chance. :D

Vaisnt
06-11-2007, 08:51 AM
I'd like to learn how to do this. Would someone mind giving me a list of materials (Programs i would need to buy to start)

I have the newest Adobe Photoshop Cs3
Corel Paintshop pro Photo XI

And i'm currently thinking about buying 3D S max.

Goty
06-11-2007, 05:05 PM
I'd like to learn how to do this. Would someone mind giving me a list of materials (Programs i would need to buy to start)

I have the newest Adobe Photoshop Cs3
Corel Paintshop pro Photo XI

And i'm currently thinking about buying 3D S max.

I'd say you're set with those right there.

I use Photoshop and 3D Studio Max.

From there, you'd probably need some decent tutorials. 3DSM has some great beginner tutorials with which to get started in 3D - and I'd also recommend taking a look at the tutorials found here: www.3dtotal.com

alfaroverall
06-11-2007, 05:18 PM
Nice dude...it'd be badass if they got your skills (combined with their current skills) in the next GTA game.

Niall
06-11-2007, 05:31 PM
Congratulations on the job prospect Goty! It also looks really good and you are THAT good! If you've learnt that on your own think about what some pro's can teach you?! Good luck with it all!

Goty
06-11-2007, 05:58 PM
Thanks alot, you guys. I'm hoping for the best here. Hell, if nothing else, at least this nets me a demo reel so I can at least start looking for 3D work anywhere. There's an upside to everything, even if I don't get this particular job. :)

Today's the day I need to get in contact with this guy, so I'm putting together what I can for this demo reel. Almost done, thankfully... Switching between actual work at my job and putting together a demo reel isn't the easiest thing to juggle. Heheh.

Fylraen
06-11-2007, 07:36 PM
Good luck with the job thing sir!

Livinglas
06-11-2007, 09:33 PM
I think you done a great job

Vaisnt
06-11-2007, 09:46 PM
Have done or did. Yes, i really love the work, it's a field i've always wanted to go into. I'm very skilled with graphite and other mediums off the computer, but i've only recently began interest at this type of work.

I'd like to try my hand at it.

FuriousGeorge
06-30-2007, 02:29 AM
I'd like to learn how to do this. Would someone mind giving me a list of materials (Programs i would need to buy to start)

I have the newest Adobe Photoshop Cs3
Corel Paintshop pro Photo XI

And i'm currently thinking about buying 3D S max.

Have you tried any 3D before? You might want to try out Blender 3D before you spend the big bucks to get 3ds max.

Spinewire
06-30-2007, 12:41 PM
I'd like to learn how to do this. Would someone mind giving me a list of materials (Programs i would need to buy to start)

I have the newest Adobe Photoshop Cs3
Corel Paintshop pro Photo XI

And i'm currently thinking about buying 3D S max.

If your stealing them i would go for maya, 3DS max is ok don't get me wrong but maya is much more powerfull.

Brett
06-30-2007, 02:59 PM
The goblin looks badass, the guy looks alright. I'd imagine its quite a bit harder to model a person than a goblin because we have so many people to compare the person to, and there arent exactly a bunch of goblins running around for comparison...

*edit*

The eyes look kinda big on the person, and the ears look like they are too far back on the head.

Maybe you should post a picture of yourself so we have something to compare the rendering to.

Lethn
07-12-2007, 10:08 PM
All it takes is more practice and tweaking, I'm a 3D modeller myself and heads have to be the toughest things to do because instead of it just being one big object you have to deal with several and there's even more detail after that, just be sure to take your time with it and make it how you like, looking good so far.