Old Man Head Sculpting Test

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Old Man Head Sculpting Test // Work in Progress

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Post by marcel // Jan 19, 2009, 11:12am

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It is better now! I think you have the same nose than your model :D

Post by RichLevy // Jan 19, 2009, 4:08pm

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Hehehe, actually, I stole most of my fascial features to make this guy :)


I am pulling him outta the oven and calling him baked to perfection. Sorry about all of the updates, I'm between jobs right now so I have lots of free time :)


Let's see what Parva's shaders can do for this guy. Time to get reaquainted with a UV program and get this guy in some skin and eyeballs.

Thanks for following along.


Rich

Post by RichLevy // Jan 20, 2009, 7:52am

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Anyone want to guess why I am going to school for engineering and not hair styling :) ?


Latest update:


Rich

Post by marcel // Jan 20, 2009, 8:28am

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Hi

there are not many people here today. Americans should be in front of their TV to watch the new president.

Too bad it is not possible to adjust the thickness of hair. This forces of sufficient density to make a thick hair. This function is ultimately more interesting to make the grass. It gives the impression of having turf on the head :)

Post by RichLevy // Jan 20, 2009, 8:46am

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Hi

there are not many people here today. Americans should be in front of their TV to watch the new president.

Too bad it is not possible to adjust the thickness of hair. This forces of sufficient density to make a thick hair. This function is ultimately more interesting to make the grass. It gives the impression of having turf on the head :)


He will have a small beard, obviously TSHair is not going to work, I am going to do a geometry solution, for him it will work. He is only going to have stubble on his head, some eye brows and some hair coming out his ears.


Progress has been slower than I would like because I have so many new tools and techniques to learn. It has been a fun process though :)


A new president it is, and all the radio and tv stations are filled with all of it. A very historic time.


Rich

Post by marcel // Jan 20, 2009, 8:50am

marcel
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For hair, it is possible to model a kind of helmet with alpha chanel and texturs.

it depends on the style you want. perhaps you can give ideas (including eyes) at this thread:

http://forums1.caligari.com/truespace/showthread.php?t=5441

good luck :)

Post by MadMouse // Jan 20, 2009, 9:21am

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TSHair is not going to work


I dont think you've given it a fair chance Rich.


Do you remember this one:-CLICK HERE (http://forums1.caligari.com/truespace/showthread.php?t=3050&highlight=samuel+jackson)


This was done with TS hair (and it was my first attempt.)


I found that the trick was to have several different lengths. I did this by separating the faces that I wanted hair on and then making short hair first then increasing lengths to build up a denser coverage. A touch of curl helps. Also I added to the texture, a layer of false hair that on its own would look ridiculous. But when cover buy the geometry hair it helped cover the skin underneath.


I hope that makes sense and helps you some.


Steve

Post by marcel // Jan 20, 2009, 9:38am

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It is also a good solution. everything depends on the style of the hairstyle you want. More there are examples , more you have a chance to find a solution. :)

Post by RichLevy // Jan 20, 2009, 9:43am

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I dont think you've given it a fair chance Rich.


Do you remember this one:-CLICK HERE (http://forums1.caligari.com/truespace/showthread.php?t=3050&highlight=samuel+jackson)


This was done with TS hair (and it was my first attempt.)


I found that the trick was to have several different lengths. I did this by separating the faces that I wanted hair on and then making short hair first then increasing lengths to build up a denser coverage. A touch of curl helps. Also I added to the texture, a layer of false hair that on its own would look ridiculous. But when cover buy the geometry hair it helped cover the skin underneath.


I hope that makes sense and helps you some.


Steve


You really did an awesome job on that model Steve. The hair is incredible too... I have some time to work on it, so I can re visit again at anytime. Right now I am getting back up to speed on UV'ing in Modo. There are so many things I want to nail down on this one. I want to really kick it up a couple of notches with morph targets and facial animation.


Thanks for your input also Marcel, it is a great tutorial you have provided in that thread. You did a very good job with your head model.


Thanks guys! :D


Rich

Post by TomG // Jan 20, 2009, 9:55am

TomG
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Ah there's nothing like the chance to resurrect a thread titled "Look at my hairy Jackson!" :)


The work in that thread, and in this new ongoing one, is very good, and I am enjoying seeing not only the end results, but also the voyage of discovery by the artist, as they try new things, hear new tips, etc.


Thanks for sharing all this work, and I'm continuing to watch and enjoy the progress on this!


Tom

Post by Finis // Jan 20, 2009, 10:13am

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There is a panel in workspace with controls for hair thickness but they don't seem to have any effect. The panel is accessed by clicking Default, next the the object name on the hair panel, and selecting Adv. I set it to maximum thickness of 50 and saw no difference.

The realtime % control made the hair look better.

Post by trueBlue // Jan 20, 2009, 10:30am

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In the Advance aspect you can change the Root and Tip thickness. Also increasing the Profile sides helps.

Post by marcel // Jan 20, 2009, 12:33pm

marcel
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Oups! I did not know this option. ADV works very well! :):):)

I do not have enough time to learn the workspace. :mad:

Post by RichLevy // Jan 23, 2009, 7:45pm

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Bronze Statue shader :)


Rich

Post by marcel // Jan 24, 2009, 12:01am

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Good for real time.

With a little more polished on the skull and nose. The challenge is to make the bronze polished (where you touch it) and mat (and darker) at the same time.

Post by RichLevy // Jan 25, 2009, 5:48am

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If there were a way to do material falloff thru the shader I would be able to do that very easily. I have to get the uv map done and than maybe I can create some masking to do that. This is a very slow project. Because I am doing so many things at the same time and reseaching lots of new things here I am not sure how often I will be able to update. I hope to come back every couple of days with some updates to where I am though... hang in there :D


Rich

Post by RAYMAN // Jan 25, 2009, 11:43am

RAYMAN
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Rich I already posted to the other thread on making skin.

Dont try to make everything proceduraly.That includes the realtime engine.

My bet is that to get convincing results for your surface you have to make maps and apply them as textures. Very good render engines even let you

use them on materials like bronze.

Peter

Post by RichLevy // Jan 31, 2009, 5:55pm

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After awhile of tweaking, you sometimes wonder if it even looks different than the previous version :)

Parva's skin shader. Lots of fun tweaking using the Soft Paint Tools in TS. The Grab 2D tool is an awesome tool :D I think it will very quickly become my favorite TS sculpting tool.

I have to write 2 terms paers tomorrow, and than that SuperBowl thing :) so I am not sure when the next update will come.

Rich

Post by frootee // Jan 31, 2009, 6:06pm

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Wow Rich! That looks great!

Post by kena // Jan 31, 2009, 6:18pm

kena
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Not bad at all... Still a bit shiny. Looks a bit like plastic.

Post by RichLevy // Feb 1, 2009, 3:10am

RichLevy
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I have the head uvmapped, so I plan to eventually put a texture and bump map on him. I am hoping that will reduce the plastic look and spectral highlites.

From the results I saw from others you should be able to achieve at least a realistic cartoony look :)


Rich

Post by Jack Edwards // Feb 1, 2009, 3:44am

Jack Edwards
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Hey Rich, if there isn't a spec map material in Parva's shader pack let me know and I'll add a specular channel to my blinn material for you. I meant to do it a while back but keep forgetting.

Post by RichLevy // Feb 1, 2009, 4:16am

RichLevy
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Parva has a Diffuse, Spectral and Transluence Texture channels.
Also a Spectral Color setting. I have learned thru experience that if there is something not right with any of Parva's shaders, it is probably me and not the shader :)
I am still slowly wading my way thru the shader jungle.

Jack anything you feel the urge to build I'll play with, I am learning to tear these guys apart and rebuild. Each person seems to have their own way to do these though.

Rich

Post by Jack Edwards // Feb 1, 2009, 6:35am

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Problem with mine is that I try to do too much with 'em. Opening one of mine up is like entering a spaghetti mess... heh. :rolleyes: If you need help figuring any part of them out, let me know.

Eventually I need to add some code to disconnect some of the features when not in use so they don't require so much of the video card. It sure shows that I was only concerned with getting it work when I put them together. :p Probably should do like Parva does and move more of the work into HLSL script modules instead of using bricks.
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