Archives: Making Off

Who said Weekend!? today is Eyes time!

I’ve been working on the eyes of the “creature”, the rig will be harder than I tought because Emi’s idea is to be able to control some aspects of the eyes, that usualy dont change, but… because we want to mix “anime style” in our animation, we NEEEED this eyes… well she speaks like she know what she is talking about.

Buut also I wanted realistic and deep eyes.. so if you put, anime eyes with realistic touch? what do you get? .!!!??? headaches…

Here some first version of the eye… eye_01

And here the second version… more to come!

3ds max realistic 3d eye

Working with the Hair

Well I’ve been doing some improovements in the hair, but still more work is necessary…

 

hair_test_17

The shape of the hair, and lenght I’m happy with it, small adjustments to be made only, but, the main problem, is the Shader. Don’t know why the Vray Hair Material won’t show the texture with the dark stripes properly, so just for test purposes I’m using and standard shader…    ” and why not use this one for the final result you may ask”… I was planning to do so, buut, how the light reacts over the hair is sooooo different, depending on the Camera angle it almost looks like there is no light at all look:

hair_test_18

This has the exact same lighting from the above picture, but how different it looks! :S

So I will need to do some tests with the Vray Shader, to see what kind of configuration needs to be maid in orther to show the texture properly.

———————
update
———————

Well seemed that was mor paranoid that some real problem, I started the shader from scratch and worked fine, so I will asume that I broke something the first time I tried it. :)

lets continue with the dynamics!.

———————
update
———————

Dynamics are a slow thing to adjust, lots of try error, but well we are going somewhere I think!

There are 3 different kind of hairs, Short, Mid and Long. they have different physics.

The dynamic parameters are a bit tricky…
hair_test_long_21

There is not too much to play with.

Gravity controls the… ok… dont need to explain that, I think…
Stiffness seems to control the motion on the tips of the hair.
Root Hold, does the same but on the root. BUT seems dependant on the stiffness some how.
Dampen, well seems it controls the motion inherit when the object moves…

I tested the collisions and seems to work more or less fine… tomorrow I will test with Wind.

 

Creation of the YellowSheep

Hi there!, I will explain the process until the creation of the Yellow Sheep GIF animation.

I have to say that I’ve never worked with real looking hair before, so I had to spend some time investigating the creation of a nice hair.

Well how you enjoy this little Making Off.

First of all I modelled a lowpoly version of the sheep
sheep_03

Then I created some fast UVW unwarp for the sheep…. but I had to come back several times to the original model to edit the original shape to include more detail on the legs and some other parts that were too simple from the start.

sheep_04

I also separated the horns into different objects finally and I used Mudbox to add detail into them.

sheep_12
When I had the model almost ready, I started painting some basic texture, but I didn’t like the result. Was hard to find nice references for the face textures, and I didn’t have budget on this project to move myself to find some of this Scottish sheeps.
The horns were looking nice, but not the face. <<see below>>

sheep_14

So finally I could build a nice looking texture using the few photos that I had, and menawhile I started playing with the Hair and Fur plugin that 3dsmax brings.
There results wasn’t bad but I played with the results until I got a nice hair…

sheep_19
here the sheep becomed 3rd level Super Sayan

sheep_07
sheep_21
If you see above, these were hairs created with the buffer system that come with hair&fur, and then I changed to geometry hairs… well actually, not geometry, but “mr prim” that uses Voxels for the creation of the hairs.
sheep_23 sheep_27
here some come back to the Buffer mode… but finally I used the “mr prim” mode.sheep_25
Also I was adding some color map for the hair root and tip, and adding some hair on the feet… here I was getting close to the final Sheep.
sheep_28

Finally I finished seting up a little bit better de lighting, added some variations to the hair shapes to make it look more natural, and also and trying to optimize the render to avoid flickering, too much noise, and keep the render times on a reasonable value.

YellowSheep_render_static_02
And because it was for a website and behind the logo, the final coloring had to be quite palid.
yellow_sheep_16Hope you find this interesting and if you have any questions, use the comments! :)