Welcome to Gaia! ::

Reply [resonance]
Calendar - November (done!) Goto Page: 1 2 [>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

kirbyUFO
Vice Captain

PostPosted: Sun Sep 27, 2009 4:37 am


seeing jen and bidelle kick off to such a good start on their calendar piece got me inspired to start on mine, so here's my progress thread.

thinking of doing something ero-loli, or maybe a 3d version of spork's drawing with all of the girls huddled together.

she said she'd help me out with designing the dress and probably with the pose too when that finally rolls around. she also sent me some great blogs with reference for makeup and hairstyle.

starting off by reworking some of the bad parts on this head model i started around 2005. trying to get all of the important facial features right before adding hair.

User Image - Blocked by "Display Image" Settings. Click to show.

there's an obvious seam here where the neck meets the head texture.. i actually do have them blended quite well, but the face/neck have a specularity map and the body does not, so the shininess is giving it away. how she's ultimately clothed will dictate whether or not i bother to fix it :b

User Image - Blocked by "Display Image" Settings. Click to show.

sheesh, it doesn't look like it's changed much but i feel like i've done a ton to it already. new eyes/eye texture/eyelashes/lash textures/nose shape/sss material...fixed the ear a bit (yeah, it was looking even worse before) but probably won't touch is since i think the hairstyle i'm going to do will cover them anyway.

also got a basic lighting/backdrop setup going that should work for now. opting for studio-style lighting vs. my usual daytime default since it's more appropriate for the theme.

User Image - Blocked by "Display Image" Settings. Click to show.

i'm really looking forward to getting some hair on her, but also dreading the render times, eep~
PostPosted: Sun Sep 27, 2009 6:41 pm


hehe..looks like you're planning something spactacular. really interested how this is gonna come out in the end. lol..you're a show off ;P

Ceraphym_Baenre
Vice Captain


Skye River

Enduring Elder

14,675 Points
  • Elocutionist 200
  • Conversationalist 100
  • Megathread 100
PostPosted: Sun Sep 27, 2009 6:56 pm


Nice job with the work in progress. I'm curious to see how this picture turns out !

How many hours did it take to work that out ?
PostPosted: Sun Sep 27, 2009 10:58 pm


thanks guys biggrin

spent a few hours on it friday and saturday night, but most of it is waiting for renders. not sure how many hours i logged on the original head and body...hard to gauge since they're continual works in progress, fix a little here, a little there, modify this or that every time i use it, that sort of thing.

anyway i gave mental ray's hair primitive rendering a quick shot and wasn't happy with the result, seems like it'll take too much tweaking and insane render times to get the result i'd like, so i tested out using a polygonal hairstyle i modeled awhile back that's a little more optimized, using alpha maps.

it too has its fair share of problems and, when calculated with final gather and raytraced shadows, isn't exactly quick to render either. the 600x800 still i rendered here during dinner took 40 minutes, and that's with low quality soft shadows. on the other hand, it's a lot easier to get visual feedback working on it than with said mr hair prim.

User Image - Blocked by "Display Image" Settings. Click to show.

User Image - Blocked by "Display Image" Settings. Click to show.

anyway, the stuff at the top bugs me most, but i'll probably cover it with a big a** bow so it shouldn't be too much of a problem. since this is for still and not animation i might not need to bother with hair in the back much either.

kirbyUFO
Vice Captain


Ceraphym_Baenre
Vice Captain

PostPosted: Mon Sep 28, 2009 6:59 pm


probably a good idea to figure out ur pose pretty soon so you don't waste a lot of building and render time with stuff you won't even see.
PostPosted: Fri Oct 02, 2009 1:13 am


Good point Jen =) Well, I know it's at least going to be a relatively front-facing pose (or poses with multiple gals), so I'm not going to spend a lot of time on details on the back, (and lo, I've already made sure some of my lazy UV tiling artifacts are on the back side)

So against my own better judgment I spent the past few days wrangling with hair&fur and mental ray. Countless crashes and roadblocks later, I have a much better understanding of how to work with the hair&fur system, as well as its limitations.

But today, finally mostly satisfied with the hairstyle I've been messing with, I seem to have hit another rather large technical roadblock.

See here:
User Image - Blocked by "Display Image" Settings. Click to show.

I read in zap's mental ray tips blog that mental ray's fast rasterizer scanline option, when combined with their transparent shadow maps, can make hair rendering a breeze...and it worked great for testing while I was doing all of the styling. The disadvantage is that any sort of raytracing brings this rendering method to a crawl, which unfortunately is at the heart of what makes mental ray's lighting so sexy.

No problem, I thought to myself as I was working on it, I'll just render out a separate hair pass as I have done in days of yore, and the shadows will be composited on to a matte/shadow object, and all will be good. So once the time came to try out a composite render, I applied the matte/shadow shader to everything but the hair, mental ray gave me this cryptic error: "DB 0.4 fatal 041008: attempt to access null DB tag"

Well, after enough searching I pretty much found out that essentially the exact method that makes the hair rendering look so good in so little time is completely incompatible with exactly what I need to composite it with the well-lit, raytraced render.

So I decided to go for the long haul option and raytrace through all ~70,000 hairs...got groceries, made dinner, watched a movie with Spork, and checked it out 2 hours later...looks grainy and strange and covered in weird black patches, like it caught fire or something. I had a half-baked idea about using the raytraced render's alpha channel to get the nice one composited properly on there, only to realize that the ******** up alpha channel (see lower right corner) it spit out appears to be part of the problem.

I suppose I could always render it out and paint in shadows and masks myself, but in this case I will consider that only as a last resort defeat :b Time to try some less orthodox desirable options. You'd think, after so many years, the developers of such mainstream 3d software would have these kinds of problems sorted out, but they're always there, no matter how advanced it gets.

kirbyUFO
Vice Captain


kirbyUFO
Vice Captain

PostPosted: Fri Oct 02, 2009 1:14 am


Oh yeah, started a little bit on the dress and bows too :b Also adjusted UVs on her eyelash patches to make them look thicker/longer
PostPosted: Mon Oct 05, 2009 8:25 pm


User Image - Blocked by "Display Image" Settings. Click to show.

figured out a reasonable solution last weekend - totally forgot about just using the standard native hair renderer, since it can fake skylight now. it's still not ideal, and there are a few matting artifacts around the bows.. (also obviously interpenetrating with the blue bow, lol)...but otherwise it looks surprisingly close to the mental ray fast rasterizer's render. pretty much done styling for now too, woot~ on to the dress!

kirbyUFO
Vice Captain


Ceraphym_Baenre
Vice Captain

PostPosted: Mon Oct 05, 2009 8:53 pm


yeah...the hair looks much better now. the ends smoothed out quite nicely. Are you gonna try and get that big boufant look for the top of the hair like maris usually draws?
PostPosted: Mon Oct 19, 2009 2:26 am


User Image - Blocked by "Display Image" Settings. Click to show.

Made some progress on the dress. Had to take a break for a little while because of an insane freelance project. Anyway, got time to work on this again =)

Not sure if i should add some ruffles around the edges of the shoulder straps... or if she should have a ruffly blouse or something underneath as well.

I imported an .obj of the mesh into Photoshop so Spork can design a dress print for her and preview in realtime :3 I'm looking forward to seeing what she comes up with since it's going to make such a big difference in the render without much work from me, hehe.

Hmm...wonder if she should have a sock print too... at least some ruffles and/or ribbons at the top though.

@Jen: the top of her hair isn't super high...honestly I'm not a huge fan of the giant beehive/Peggy from "Married with Children" look, but I do like it long and voluminous, so I'm gonna leave it as-is for now. If I end up having more than one character in the final composition that might be a chance to design another hairstyle, though I'll probably keep it something more simple and cute.

kirbyUFO
Vice Captain


crazy spork i am
Captain

PostPosted: Mon Oct 19, 2009 2:31 am


Yes to blouse :3
PostPosted: Sat Oct 24, 2009 12:34 am


User Image - Blocked by "Display Image" Settings. Click to show.

Blouse is on! Also added a lil ruffling to the sock, normal maps for dress wrinkles, and testing a little color correction for fun. I think I have the most fun with lighting and post-render stuff, all this modeling is a bit tedious :b

A bunch of the ruffles and straps turned white...material snafu I guess when I was separating them out for the normal maps. They should all have whatever dress print Sporkii designs whenever she finishes that though, so I'm not gonna bother fixing them yet.

Next up, shoes and accessories, small details like fingernails...then it'll be off to rigging!

kirbyUFO
Vice Captain


kirbyUFO
Vice Captain

PostPosted: Fri Jan 08, 2010 8:33 pm


User Image - Blocked by "Display Image" Settings. Click to show.

Woot Sporkii drew the dress print for me! Getting close to being done with all models and textures now. The rig is also mostly done courtesy of a sexy yuri off-shoot project I did in the meantime: http://darkhalo.deviantart.com/art/hanabira-149034616...which also taught me quite a bit about hair compositing.

So that's clearly not going to be a pose hah just testing physique envelopes for weird deformations right now. Also all of her little hair bows disappeared, hmmmm I'll have to look into that.

Also here's Sporkii's awesome Cosmic Starry Sunday print texture by itself (after some slight color correction hand texture overlay to make it more fabric-like):

User Image - Blocked by "Display Image" Settings. Click to show.
PostPosted: Mon Jan 11, 2010 6:17 pm


User Image - Blocked by "Display Image" Settings. Click to show.

Got 'em both in there~

Sporkii helped out with the poses, yay! I also gave them a few morph targets for facial expressions, so she's going to come up with some expressions too so they don't look excessively robotdoll-like.

It's funny how IRL lolitas go out of their way to try to look like dolls but in 3D we have to try hard to make them not look like dolls. I was thinking the same thing when I was working on the dress deformations too...in real life they want them to be as plain and wrinkle-free as possible, but in 3D I have to totally go out of my way to add believable wrinkles in ><

Oh yeah, so there's clearly no hair here but it's gonna take a bit of work to do so I'm gonna wait until their poses are completely finalized before doing all the hair pass legwork :b

Whoops, I didn't notice that horizontal line near the bottom, it's not a shadow heh.. I think I changed the material on the cube and re-rendered just that bottom region without doing the whole image. Ah well, just a progress post!

kirbyUFO
Vice Captain


Ceraphym_Baenre
Vice Captain

PostPosted: Mon Jan 11, 2010 10:49 pm


wow...you've done a lot of work on this. this is looking pretty freakin sweet. really wanna see what it looks like with hair. biggrin
Reply
[resonance]

Goto Page: 1 2 [>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum