SMC #37 - Character

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SMC #37 - Character // Speed Model Challenge

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Post by blakeo // Oct 28, 2008, 3:39pm

blakeo
Total Posts: 214
pic
OK, noko and I have agreed on the next challenge :


Model any character you like! Use your imagination or take some inspiration from your favourite film/cartoon/comic/novel/TV/web/etc...


As its the season of ghosts and ghouls there's plenty of scope for Halloween characters. Pumpkins anyone?


As this could be more challenging than usual let's give it a maximum 3 hour time limit... :)


I believe noko will be along soon with some inspiration ! (edit: I've added some inspiration below to help get some ideas...:) )


Good luck and have fun -

Blakeo


"Let your imagination run wild" JamesMC Copyright


THE RULES


DEADLINE : Midnight (23:59) 11th November 2008


The rules (as stolen from everyone else):

1. Create the model(s) within the 3 hours time limit.

2. You may enter as many times as you like.

3. Your entry should include a wireframe screen grab before subdivision has been applied, mainly this is so people can get an idea of how things were created and maybe learn something.

4. Include time spent, trueSpace version, render engine.

5. Post only one image per entry which must be no larger than 800x600 pixels. Final composition is up to you.

6. Render time, lighting and texturing are not included as people with slower computers may be at a disadvantage.

7. The winner is encouraged to place a tutorial in the new Tutorium showing how they made their entry (Contact Norm). Sometimes the wireframe isn't enough.

8. All entries should be posted to this thread and all comments should be posted in the comments thread. Thanks.


B

Post by noko // Oct 28, 2008, 11:33pm

noko
Total Posts: 684
Thanks blakeo!


Now I don't know about inspiration but here is an example :). While this one is maybe not too holloweenish but I hope gives an example. The character took about 2 hours to model, the morphs about two more. I will include the object file for anyone curious to look it over. Just undo the two layers of SDS to see how simple the model really is.


There are two panels, the default aspect has buttons for different poses and the Morph aspect for the morph sliders. Just click on the object and in the Stack View with the Panel tab selected to play around with him. You can also get access to this character panel in the LE.


Morphs are not required for this challenge but if you want to include them and show using multiple objects with the different morphs in submitted image then that would be great. Now one clevit, since morphs are actually geometry changes I would like to add the following for this challenge.


1 Create the model(s) within the 3 hours time limit.

2 You have an additional 2 hours for any morphs you want to add to your model(s).


To clarify, you have 5 hours to model and to work any morphs in if you please, model time needs to be 3 hours or less. So if your model(s) takes 1 hour, you will then have 4 hours to add morphs if you choose. So long as your total modeling and morphing time is 5 hours or less with 3 hours or less on the modeling aspect



Any questions or if this is confusing, please let me know. Blakeo can negate, modify, clarify as he sees fit :).




https://publish.comcast.net/rpath/xvQvGO-i073LrqViifySL4yHhn06jGqExIxE7wg3OIc3b7Gxd-uVBKg9g2hCRc7fBjz9qbEiQYv4uInsKSGCrRAvlze7LpmAExXD stTAZuI/

Post by MikeJoel // Oct 31, 2008, 7:59am

MikeJoel
Total Posts: 266
Here is one.

Don't ask. I don't know. It just came to me.


TS 3.2

Time: less than 2 hours

Texture/Lighting: unknown (did it as I went) probably about 15 minutes

Rendering: TS 3.2 about 40 seconds (not sure)


"There's Nose Business like Show Business" *groan*


16023

*Tap* *Tap*


16024


Mike

Post by nigec // Nov 1, 2008, 10:12am

nigec
Total Posts: 314
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Seeing as it was halloween i thought I'd do something fitting.. although I've missed it by a day :rolleyes:

Pumpkinhead


Its rendered scanline as i have crash problems on anything else, it took about 5 mins to render, about 2 hrs for the whole scene


The ivy is done with Ivy Generator (http://graphics.uni-konstanz.de/~luft/ivy_generator/)

Post by Steinie // Nov 1, 2008, 11:39am

Steinie
Total Posts: 3667
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Out of Character---
Metamorphic Neurotransmitting Butterfly


Modeling Time: 45 Minutes
Rendering: WorkSpace RealTime Render with Bloom
Textures Instant
Lighting: 1 Hour

Post by prodigy // Nov 2, 2008, 9:47am

prodigy
Total Posts: 3029
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Here's my entry.. remember im retired, so my entries are not valid for the poll.

About 1 hour and a half modeling the head..
and another hour playing around..


16050

16051

Truespace 7.6
Vray
SSS shader for the skin and Post process for the background image.

Post by Burnart // Nov 2, 2008, 11:38am

Burnart
Total Posts: 839
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This was done completely in the workspace of 7.6. I didn't do it in one sit down session but spread out over the weekend. The idea that the SMC might be helpful and educative to other users is something I have taken seriously - hence what's below! Also I decided the models the thing not the render so my pic is just a montage of screen captures different stages. (Sorry, I got a bit carried away.:o)


1) I had an existing pencil sketch which I scanned, sliced, mirrored then created 2 colour versions (dark and light) that previous experience has taught me is useful. In tS I mapped the dark version onto a plane in workspace.(15 mins)


2) Using the add edges tool I drew over the top of the sketch. The default colouring of edges, vertices and polys stands out really well against the red-black drawing - hence that colour scheme. (45 mins, 1 hr total)


3) to 5) Various stages in the extrusions and poly pulling process. I swapped to a lighter version of the drawing so I could see the shadowing better. The ears were going to be created when I completed the basic head shape but I didn't get that far. It does have a mouth interior but no teeth or tongue. (What I have is a glorified mask - to be honest I don't know how to finish off the head shape!) (1:30 mins - thats a total of 2:30 so far)


6) Gave up on the modelling at this point and returned to the paint program to quickly put together a rough face texture. If the head was actually finished I would have used a different projection but for the purposes of this I stuck with a planar map. The eyes were items I have in my standard libray. What! - you want me to create fresh primitives already? (30 mins - that's my three hours blown.)


7) The final head is supposed to be a frankenstein kind of thing but it ends up looking more like an Easter Island head! Oh well.


Morphs were added after the event. See the anim (divX avi in the zip) - it uses the morphs indicated in the pic. The morphs and anim were created within the additional 2 hours. (Note to self: include nose in more of the morphs next time.)

Post by MikeJoel // Nov 2, 2008, 11:46am

MikeJoel
Total Posts: 266
Here is my second.

Didn't turn out very well though.


Modeled/Rendered: TS 3.2

Time: Full 3 hours


Confession: He has no lower legs or feet! (ran out of time, can't believe it took me that long).


16054

Aren't those hands scary.


16055


Mike

Post by Steinie // Nov 2, 2008, 5:02pm

Steinie
Total Posts: 3667
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"In Character---Man in the Moon, Say Cheese!"


Modeling Time: 1 hour 10 Min.
Renderer: Realtime DX9C

Post by nigec // Nov 3, 2008, 11:07am

nigec
Total Posts: 314
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Scrap Droid

or

Scrapheap Challenge meets The War of the Worlds Machine

Scrapheap Challenge is a program I'd love to go on, my other hobby is building bikes from almost scrap, so i guess thats what inspired this :)


Its a combination of JCB arms, with a tractor front end, aircraft rear, the bdy part rotates on belt driven wheel going round a hub.. i wanted to add pipes on the arms and a whole lot more but i ran out of time

It uses the awesome power of a ZX81 as a brain, unfortunately it'll crash n burn if someone sneezes lol (NigeC's panic stricken attempt to make it a character/droid rather than a machine <blush>)


It took the 3 hrs to create the machine, the body is the 3rd attempt.. its had a boat shell and a car but they looked cr*p

render time 10 mins on scanline

it only has 4 textures lol

Post by Nez // Nov 4, 2008, 4:37am

Nez
Total Posts: 1102
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OK, taking inspiration from last week (but finished too late!), here is my 'Halloween-bot' or perhaps 'Pumpkin-bot'... rather less jolly looking than my MMC 'bot from some months back, but built more quickly!


Modelling split over three main sessions -

Head/torso - 40mins, tS7.6 (model-side), last Wednesday!

Leg/'pelvis' - 30mins, tS5.1 (on Saturday)

Modifying leg object to make hands and arms - 40mins, tS7.6 again (yesterday lunchtime)

Assembly - 10mins today, in 7.6


i.e. kept myself to the normal 2 hours, which was one of my ambitions even though not required. In repsonse to a comment elsewhere, I've deliberately gone with a very basic setting rather than a proper 'scene' this time. There was only one bit of SDS on the upper torso which I forgot to remove for the wireframe, but it was very minor.


Texturing/lighting/test renders - approx 40mins over today's lunchbreak. Lighting is HDRI (plus light-emitting material for eyes). No UV work, just basic layered textures in LW.

Final render (and separate pass+post work for glow) maybe 10mins - didn't actually watch how long the render took, but post work was about 1min.


Quite pleased with how he's turned out in the end :D

Post by Burnart // Nov 6, 2008, 11:17am

Burnart
Total Posts: 839
pic
Same basic process as before - small thumbnail sketch mapped onto a plane then extruded. In this case I then mirrored it. The model was built and boned over three 1 hour sessions. The rigging took most of that last hour. Tweaking the joints etc. Once again the eyes were just from my library.

Several morph targets were created and a very quick dirty animation undertaken (won't be getting a job at Pixar anytime soon!) all within the additional 2 hours. The morphs are the mouth opening, the nostrils flaring and a semi-blink.

Images and animation all derive from the workspace realtime view.

This has been a really useful excercise - I know enough about this critter that if I spent another 5 hours on it I could improve it greatly. As well there are some things I didn't get to such as tongue and teeth. Nor did I get to the ridges on his back let alone a proper texture job.

Edit: Forgot to mention the test anim is a divX avi in the attached zip.

Post by Breech Block // Nov 7, 2008, 2:02pm

Breech Block
Total Posts: 844
pic
Wallace


A bust of one of my favourite characters Wallace from Nick Park's fantastic Wallace & Gromit claymation series. The Jumper was a last minute addition so does not show up in the wireframe.


Model Time: 2 Hours

Software: trueSpace 7.6

Textures Time: 30 mins

Render Time: 1 min.

Post by Georg // Nov 11, 2008, 5:04am

Georg
Total Posts: 270
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Unfortunately I have very little time for 3d lately but here is my entry for the SMC. Its name is Flipje, a cartoon figure who was invented to sell more jam. After collecting enough stamps (thousands!) from the labels on the jars you could get a small book with his adventures. This was in the 50 and 60s of the last century and his adventures were equally boring. His body was made from berries. I only made his head and his characteristic hat. I have to admit that making the head took me 3 hours and to make it look like anything I will at least need another 3h. The hat was a matter of minutes and although a little over time I thought I would share the total picture with you.

I include a cover of one of his books so that you can see Flipje as he was drawn (the books are collector items). It is nr 46 and to have all his books adds up to a staggering amount of jam:D

Georg

Post by Steinie // Nov 11, 2008, 12:49pm

Steinie
Total Posts: 3667
pic
Modeling Time: 2 Hours 25 Min

WorkSpace Side

RealTime Render


I made the Deadline by a Nose...

Post by blakeo // Nov 11, 2008, 1:50pm

blakeo
Total Posts: 214
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First thing's first - I'm posting it as the challenge was the reason to get going with it and so it sort of belongs in this thread but, it took way too long and I wouldn't be in the voting anyway :)


I had hoped to get done in the 3 hours for my own modelling satisfaction, but this took about 6-8 with various point tweaking/hair experiments, etc. :o and I'm not done yet by any means! I've not really done much organic modelling before so I'm fairly pleased with how this is progressing... but I know my mesh/loop flow is all messed up in places.


Vray render. All modelling done is WS. ts7.6. One level of SDS.


Can you guess who it is ? There is a small clue...


B
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