a toy

Get feedback from others on your works in progress
User avatar
drBouvierLeduc
Posts: 412
Joined: Wed Oct 11, 2006 2:32 am
Location: france

a toy

Post by drBouvierLeduc » Mon Jan 07, 2008 9:31 am

Hi,

Long time I didn't post anything.
I found some nice eastern puppets reference images, so I decided to make something out of them.
Here's a quite early stage, the materials are not defined yet (this is just a quick uniform colormap), nor the background or the lighting.
The ground was made thanks to blender's displace modifier.
Attachments
marionnette 01a.jpg
marionnette 01a.jpg (56.98 KiB) Viewed 4035 times

User avatar
Kram1032
Posts: 6649
Joined: Tue Jan 23, 2007 3:55 am
Location: Austria near Vienna

Post by Kram1032 » Mon Jan 07, 2008 9:43 am

very nice, already :)
can't wait, what you'll conjure out of this :D

User avatar
Zom-B
1st Place 100
Posts: 4665
Joined: Tue Jul 04, 2006 4:18 pm
Location: ´'`\_(ò_Ó)_/´'`
Contact:

Post by Zom-B » Mon Jan 07, 2008 10:35 am

Glad you are back Dr.

loved your previous puppet renderings! will love this one for sure too :D

This Blender Displacement thing seems great, the option to have a second displacement stage after applying the first displacement to go to a 3D displacement from the previous 2D displacement,
is simply something I miss in C4D :cry:
Last edited by Zom-B on Mon Jan 07, 2008 11:10 am, edited 1 time in total.
polygonmanufaktur.de

User avatar
Kram1032
Posts: 6649
Joined: Tue Jan 23, 2007 3:55 am
Location: Austria near Vienna

Post by Kram1032 » Mon Jan 07, 2008 10:42 am

It's simply controlled by a modifier stack :)

BbB
Posts: 1996
Joined: Fri Feb 09, 2007 8:28 am
Location: Berlin
Contact:

Post by BbB » Mon Jan 07, 2008 11:23 am

Ha Docteur. Good to have you back. As Kram said, looking great already. Could be a finished pic. How many polys on that displacement. Looking pretty sweet!!!

User avatar
drBouvierLeduc
Posts: 412
Joined: Wed Oct 11, 2006 2:32 am
Location: france

Post by drBouvierLeduc » Mon Jan 07, 2008 11:54 pm

@Zomb : I don't know how C4D displacement work, but provided it's a modifier just apply it twice, as kram said.

@BbB : The basic tileable plane is split in four parts (to prevent memory errors), and each part has 16000 vertices. Not that much, but combined with a bum map the result is good.

Well, it's far from being finished, Got to finish that one, than its fellows are on the way.

BbB
Posts: 1996
Joined: Fri Feb 09, 2007 8:28 am
Location: Berlin
Contact:

Post by BbB » Tue Jan 08, 2008 12:09 am

It looks much nicer than it should at 16,000 vertices. Are you using the same map for displacement and bump or do you have a custom disp map?

Posiadala
Posts: 20
Joined: Wed Mar 07, 2007 2:23 am

Post by Posiadala » Tue Jan 08, 2008 8:24 am

cool, great style!

User avatar
drBouvierLeduc
Posts: 412
Joined: Wed Oct 11, 2006 2:32 am
Location: france

Post by drBouvierLeduc » Tue Jan 08, 2008 9:34 am

small update : worked on materials.
It's supposed to look like porcelain with painting on it. In real life there's a subtle watercolor effect really hard to achieve.
For the moment I'll call materials "finished", maybe I will add more bumps and scratchs later.
Well that first one is amlost finished, others fellas are on the way.

@BbB : displacement map was hand-made starting from a bump map, I can PM you the file in case you want to have a look.
I try to avoid polycount as much as possible with displaced meshes, otherwise exporting takes aaaaaaages.
Attachments
marionnette reference.jpg
reference image
marionnette reference.jpg (18.45 KiB) Viewed 3776 times
marionnette 01d.jpg
close up (mmmh... looks like it has got some strabism... will fix that later)
marionnette 01d.jpg (55.89 KiB) Viewed 3775 times
marionnette 01e.jpg
different view (edited with a clearer one)
marionnette 01e.jpg (69.46 KiB) Viewed 3776 times
marionnette 01b.jpg
marionnette 01b.jpg (73.44 KiB) Viewed 3776 times
Last edited by drBouvierLeduc on Tue Jan 08, 2008 10:57 am, edited 1 time in total.

User avatar
Kram1032
Posts: 6649
Joined: Tue Jan 23, 2007 3:55 am
Location: Austria near Vienna

Post by Kram1032 » Tue Jan 08, 2008 9:38 am

very nice!
The arms also need a texture :)

Sebastian
Posts: 156
Joined: Wed Feb 28, 2007 9:16 am

Post by Sebastian » Tue Jan 08, 2008 9:57 am

can u show us the BlenderModell in Wire-Shaded and Texutred Mode...
I would be very intrested in the Texture and the Modell !

btw: amazing work ! intrested to see it with scatches and bumpmaps...

User avatar
drBouvierLeduc
Posts: 412
Joined: Wed Oct 11, 2006 2:32 am
Location: france

Post by drBouvierLeduc » Tue Jan 08, 2008 10:15 am

here you go, the model is quite simple though.
Attachments
marionnette 01 wire2.jpg
marionnette 01 wire2.jpg (33.52 KiB) Viewed 3761 times
marionnette 01 wire.jpg
marionnette 01 wire.jpg (63.39 KiB) Viewed 3762 times

Sebastian
Posts: 156
Joined: Wed Feb 28, 2007 9:16 am

Post by Sebastian » Tue Jan 08, 2008 10:19 am

yea, you're right.

But the Materialz and Textures are amazing !!

BbB
Posts: 1996
Joined: Fri Feb 09, 2007 8:28 am
Location: Berlin
Contact:

Post by BbB » Tue Jan 08, 2008 10:35 am

Cheers Dr. Looking very good. It wld be great to see your maps.

For this kind of mat you might want to try and merge twice the same material with slightly different IOR and Exponent.

I was trying to do such a coated material recently and this is what I did, though it was by no means perfect:

http://www.indigorenderer.com/joomla/fo ... c&start=15

User avatar
drBouvierLeduc
Posts: 412
Joined: Wed Oct 11, 2006 2:32 am
Location: france

Post by drBouvierLeduc » Tue Jan 08, 2008 10:54 am

Thanks for the tip BbB, I will try that.
I looked at pictures of porcelain sculptures carefully, and it seems there's a veeery subtle sss effect.
So I tried to put the entire model in a "skin" (a sss medium), and the result looks quite nice, though it takes ages to clear.

PS : BbB, do you mean uniform blend or with a map ?
Last edited by drBouvierLeduc on Tue Jan 08, 2008 11:01 am, edited 1 time in total.

Post Reply
35 posts

Who is online

Users browsing this forum: Majestic-12 [Bot] and 1 guest