Principia Discordia

Principia Discordia => Bring and Brag => Topic started by: Telarus on January 17, 2009, 10:12:53 PM

Title: Maya, Works In Progress
Post by: Telarus on January 17, 2009, 10:12:53 PM
Hey everybody. My Maya instructor this term has required us to keep Work in Progress threads over @ forums.cgsociety.org (http://forums.cgsociety.org/). I'll be posting over there as zenarchistswordsman, but I'll be using this  thread to compose my posts for over there (it is an international CG community).

I have to model a 'household object' in Maya, due by tuesday, photorealistic CG renders.

(http://lh3.ggpht.com/_ET-SdQY3hlo/SXWOK6f-FYI/AAAAAAAAAdQ/pjFfWvA1sT4/s800/P1030698.JPG)

(http://lh4.ggpht.com/_ET-SdQY3hlo/SXWOWh1wYXI/AAAAAAAAAdU/Ih20OJV8vBA/s800/P1030700.JPG)

(http://lh3.ggpht.com/_ET-SdQY3hlo/SXWOccRccLI/AAAAAAAAAdY/nF1zyRAFEkI/s800/P1030706.JPG)
Now I have to figure out how this wicked knife of my girl's will fit in the hinged flatbed scanner. Will report back as long as I don't break anything.
Title: Re: Maya, Works In Progress
Post by: Telarus on January 18, 2009, 04:38:09 AM
Ok, I have chosen to scan the knife with a black cloth background. I think that I can get the best outline this way. I'll note that I'm scanning this @ 600dpi, and adjusting it down for the web and later use.

The blade came out blury on the first scan as it was further from the plate on the scanner, so I touched this up with a re-scan of part of the blade.

(http://lh3.ggpht.com/_ET-SdQY3hlo/SXWQEmiLitI/AAAAAAAAAe0/VZ-1b-itUwY/KnifeInProgress_01.png)

I want at least one more axis to get a 2 axis view in the Maya workspace, so I'll try something with books to hold the knife in place.

Ok, now that I have these images, I'll put them into photoshop, and get them ready to use as image planes (this involves setting scale, transparent background, guideline marks in a bright color, and image format).

(http://lh3.ggpht.com/_ET-SdQY3hlo/SXWQE0yClhI/AAAAAAAAAe8/TZlSn9lJRlE/KnifeInProgress_02.png)

(http://lh4.ggpht.com/_ET-SdQY3hlo/SXWQE0DHj8I/AAAAAAAAAfE/b2dV7mxn52E/KnifeInProgress_03.png)

(http://lh5.ggpht.com/_ET-SdQY3hlo/SXWQFK6z5fI/AAAAAAAAAfM/jIb4JCj2lNs/KnifeInProgress_04.png)


Next up is placing the touched up images within the Maya workspace. I have created a couple of new Cameras to host these orthographic images. Creating new cameras seems a better option, as your default Cameras can be used to zoom around, continue to model, and you can manipulate the new Cameras separately to allow you to place the reference images where you want them. More In-Progress images soon.
Title: Re: Maya, Works In Progress
Post by: Telarus on January 18, 2009, 05:59:13 AM
Ok, so I've setup a new Maya project. Now we set the preferences, the scale of the project grid, and make Cameras to import the Images.

(http://lh5.ggpht.com/_ET-SdQY3hlo/SXWQFGpv7-I/AAAAAAAAAfU/bnlGHPAd6D4/s720/KnifeInProgress_05.png)

(http://lh3.ggpht.com/_ET-SdQY3hlo/SXWQu45y9bI/AAAAAAAAAfo/_cCg3_v3iMU/s720/KnifeInProgress_06.png)

Next up: we start with basic polygonal geometry.. a couple of cubes. We then we start pulling and extruding on them to get the shape we want. I'm "building 'to smooth'", so this will be an 'all quad' geometry.

(http://lh3.ggpht.com/_ET-SdQY3hlo/SXWQvGNNJqI/AAAAAAAAAfw/kwdT-uQI4N8/s720/KnifeInProgress_07.png)

(http://lh3.ggpht.com/_ET-SdQY3hlo/SXWQvZ2o0BI/AAAAAAAAAf4/r0E21cE1Fsc/s720/KnifeInProgress_08.png)

(http://lh4.ggpht.com/_ET-SdQY3hlo/SXWQvRollYI/AAAAAAAAAgA/LMDZIyPjN5w/s720/KnifeInProgress_09.png)

(http://lh6.ggpht.com/_ET-SdQY3hlo/SXWQvgfKoZI/AAAAAAAAAgI/52XEeRFoomc/s720/KnifeInProgress_10.png)
Title: Re: Maya, Works In Progress
Post by: Mesozoic Mister Nigel on January 18, 2009, 09:12:46 AM
Oh, no. This is reminding me of the one time my friend Ian was stuck in Vietnam working on this one project with Maya that involved fur. "MAYA FUR," he would say, over and over again. I didn't have one conversation with him that didn't involve Maya fur for over a year. Sweet merciful fuck.
Title: Re: Maya, Works In Progress
Post by: Mesozoic Mister Nigel on January 18, 2009, 09:16:26 AM
Let me just say, apparently Maya Fur does not get the job done.
Title: Re: Maya, Works In Progress
Post by: Triple Zero on January 18, 2009, 12:47:38 PM
maybe a stupid question, but shouldn't the 3D program be able to infer the 3D shape of the knife from these outlines? I know it cannot have enough information for a perfect reproduction, but it would be a better starting point than a block, right?
Title: Re: Maya, Works In Progress
Post by: Telarus on January 18, 2009, 10:46:05 PM
[000],
Largely no, there isn't a better way than eyeballing it. I could have painted the knife white and the negative space black, and then had the Maya system interpret that image, but it would result in a lot of Triangles, and this modeling method involves smoothing, which works best with Quadrilateral geometry.

So this is how most games are built and CG is handled... by hand, with loads of shortcuts.

Nigel.. well.. all I can say is I haven't gotten to styling imaginary hair yet.

Now, back to work. Here I have cut out the negative spaces in the knifeblade. Next, we clean up the geometry flow so we get a clean smooth.

(http://lh6.ggpht.com/_ET-SdQY3hlo/SXWRzNUUsBI/AAAAAAAAAgQ/_DjpkYYdJMI/s720/KnifeInProgress_11.png)

Now, I have duplicated the blade mesh, lopped off all the parts except the hilt on the duplicate, and then given each a new Shader Material, so I can differentiate between them.

(http://lh5.ggpht.com/_ET-SdQY3hlo/SXWRzETrj3I/AAAAAAAAAgY/kvmA1KDbXlQ/s720/KnifeInProgress_12.png)
Title: Re: Maya, Works In Progress
Post by: sonne on January 18, 2009, 11:16:26 PM
Quote from: Telarus on January 18, 2009, 10:46:05 PM
Largely no, there isn't a better way than eyeballing it. I could have painted the knife white and the negative space black, and then had the Maya system interpret that image, but it would result in a lot of Triangles, and this modeling method involves smoothing, which works best with Quadrilateral geometry.

^ This.
That render's coming out real neat  :thumb:
Title: Re: Maya, Works In Progress
Post by: Triple Zero on January 18, 2009, 11:51:37 PM
what do you want  to use it for then?

so, is every square (quad) on the images made out of two triangles? that's not a lot of polys indeed, then. I suppose that if you wanted to use it in a game that'd be important, but just for rendering or animation, .. well it all depends on how sophisticated the shape-inferral algorithm in Maya is, I suppose. It would be kind of like vectorizing a 2D black/white drawing in GIMP or Illustrator or Photoshop, except in 3D. In fact, it could probably make an even better and more efficient approximation if you could start out by vectorizing the silhouettes from different angles, which has information on what edges are "sharp" and which are "rounded", info that can be used in optimizing the number of triangles.

sorry I'm just musing a littlebit on the Computational Geometry classes I had at uni :) pretty cool stuff, but the algorithms are mind-wrenching and computationally intensive. if you're a bit mathematically/geometry inclined, try and grok the randomized Delaunay triangulation algorithm :-)
Title: Re: Maya, Works In Progress
Post by: Telarus on January 19, 2009, 10:10:10 PM
Yeah, this project is just a "stock" model, with photo-realistic renders being what I'm turning in. I may import it into a scene with a character, just to see how it looks. I'm mainly using this as a project to improve my polygonal modeling techniques.

Maya also supports 3d-vectors called NURBS (Non-Uniform Rational B-Splines) that you can do some good tricks and shortcuts with as well. I chose not to use that method in order to focus on my 'low-poly modeling, then smooth to high-poly' techniques.
Title: Re: Maya, Works In Progress
Post by: Sir Squid Diddimus on January 20, 2009, 04:39:14 AM
I'm confused cause I don't understand what's going on here.
I won't kitten you though.
Title: Re: Maya, Works In Progress
Post by: Telarus on January 20, 2009, 09:34:52 AM
Hey Squid. I'm just showing my workflow when I model something in Maya, and how I use reference images to build the 3d Mesh.

Ok, last in-progress shot and then some actual renders. The renders were done in 2 passes (diffuse and ambient occlusion), and then composited.

(http://lh4.ggpht.com/_ET-SdQY3hlo/SXWRzVzlOoI/AAAAAAAAAgg/99WDP074lW4/s720/KnifeInProgress_13.png)

And now the render shot:

(http://lh4.ggpht.com/_ET-SdQY3hlo/SXWaA9C_zNI/AAAAAAAAAhA/1zUl0J2aWxo/s800/fontanyJoshua_GA361_project01_lossless.jpg)
Title: Re: Maya, Works In Progress
Post by: Triple Zero on January 20, 2009, 12:51:46 PM
nice!

but two things
- it doesn't look very sharp?
- and I assumed you were going to use the pictures as textures as well? cause stuff looks more realistic with some scratches and dents on it.
Title: Re: Maya, Works In Progress
Post by: Fredfredly ⊂(◉‿◉)つ on January 20, 2009, 05:40:12 PM
AND NOW WE KNOA YOAR REAL NAME 
Title: Re: Maya, Works In Progress
Post by: Payne on January 20, 2009, 05:45:59 PM
YEAH! GA361 W109!

EXPECT SHIT IN YOUR MAIL BOX!
Title: Re: Maya, Works In Progress
Post by: Telarus on January 20, 2009, 07:28:25 PM
Quote from: Triple Zero on January 20, 2009, 12:51:46 PM
nice!

but two things
- it doesn't look very sharp?
- and I assumed you were going to use the pictures as textures as well? cause stuff looks more realistic with some scratches and dents on it.

Yeah, those were some of the issues we went over today in class. I've gotten good advice on how to show the nice sharp edge and clean up some of the blade geometry. I'll probably be building the textures myself(this class has de-focused texturing), and I also got some good advice today about how to incorporate the nicks, dings, and surface deformations that make it look like a real, weathered object into the mesh itself.

I'll be working on cleaning this up, as I can bump my grade by doing so. There will be more pics.

Oh, also- Yeah, that's my real name. PROTIP 4 STALKERS: That's my Girl's knife... she keeps it really, really sharp and doesn't care for cabbages.
Title: Re: Maya, Works In Progress
Post by: Payne on January 21, 2009, 09:09:36 AM
I shall take care not to take any valuable cabbage with me then.

Unless I'm planning on making cabbage rolls or some such, in which case, I always appreciate help in the kitchen.
Title: Re: Maya, Works In Progress
Post by: Telarus on January 23, 2009, 06:54:14 AM
New work in progress image. At this point I have to rework the mesh for the handle to bring out RL detail, and then work on the UV layout and textures. Pretty soon I'll have a shot of a character with the object.

(http://jaf384.aisites.com/random/KnifeInProgress_14.png)

Also on my plate for the next seven weeks ----> MODEL A WHOLE FANTASY VIKING AIRSHIP. That should be a good laugh for you all to watch me attempt.

Namaste
Title: Re: Maya, Works In Progress
Post by: CynicalCichilid on January 25, 2009, 03:26:11 PM
Nice work Telarus.

Shouldn't the holes through the knife blade have slightly smooth edges? Does Maya have a way of editing curve creases like blender? That would be a quick way of sorting that out and making the blade sharper.

The fantasy viking airship sounds interesting. You should make it be all steam-punk.
Title: Re: Maya, Works In Progress
Post by: Telarus on January 25, 2009, 09:42:42 PM
Thanks. There is a bevel there (multiple edge-loops close together.. maybe a little too close), but there are also still lighting problems that I'm working out that are blowing out some details.


Ok, my thread, so I'm changing gears a bit. Now you get a list of my Viking Ship references. There'll be shots of the knife cleaned up in a while.

Some background on my next piece: I'm re-imagining a project from a few terms ago of a 'Viking' style airship from a post-apocalyptic high-magic fantasy RPG called Earthdawn (an old FASA product now produced by Redbrick). The clan of Trolls (yeah, this is a game with trolls and elves and fairies..er windlings) that built this specific ship is called the Stoneclaws, who work with living crystal. One of the major themes in the game is the high-magic aspect. PC's are all from a caste of "Adepts" that get magically enhanced skill/talents. There are shards of "True Elements" and things such as TrueFire Cannons that make use of them. True Air may be woven into a ship to enchant the Law of Similarity into it, causing it to act like it's on water while it hovers in the air, etc, etc.

I like this gameworld despite the fluffy fantasy races (PC races are- human, elf, ork, dwarf, troll, t'skrang/'swashbuckling lizardman', windling/'faerie', and obsidiman/'human-earth-elemental-blend'), mainly because the second thing I like about the setting: The Horrors and their taint on the magic-based reality. This, along with the internal world politics make any possible fluffyness of the fantasy tropes tragic and nail-bitingly frantic. The Horrors are Lovecraftian beings that range from mindless eating machines to things that feed on the sense of disgust they generate in the local farmer as they force him to butcher and eat his family. They descended on the world during a peak in the Magic Cycle (yes, this world does tie into Shadowrun) during a period known as 'the Scourge', and everyone hid the fuck underground.

In this world, the dungeons have traps for a reason (to keep Cthulhu's cousin's girlfriend from entering the Citadel and eating half the population, only to raise them as a zombie horde to drink the fear from the survivors during round 2). Even the Elves are emo for a Good Reason (The Elven Court decided to ritualistically cause thorns to grow from the bones of every Elf in the Elven Wood when the Wood's outer defenses failed during the Scourge. The Thorns cause almost unbearable pain.. but the Horrors can't feed on pain they had no hand in causing... and now all the outlying Elven communities in the greater world have to deal with every-one else's opinions about the "Tainted Queen's Blood-Elves").

Ok, my old screenshots:

(http://farm3.static.flickr.com/2027/2497323156_35a07263c4.jpg?v=0)

(http://farm3.static.flickr.com/2228/2496496543_837c1deb98.jpg?v=0)

(http://farm4.static.flickr.com/3170/2496496405_4919071165.jpg?v=0)


Title: Re: Maya, Works In Progress
Post by: The Good Reverend Roger on January 25, 2009, 09:50:10 PM
Quote from: Telarus on January 17, 2009, 10:12:53 PM
My Maya instructor

Your what?
Title: Re: Maya, Works In Progress
Post by: Telarus on January 25, 2009, 09:55:04 PM
Quote from: The Good Reverend Roger on January 25, 2009, 09:50:10 PM
Quote from: Telarus on January 17, 2009, 10:12:53 PM
My Maya instructor

Your what?


http://en.wikipedia.org/wiki/Maya_(mother_of_Buddha)
QuoteQueen Māyā of Sakya was the birth mother of the historical Gautama Buddha, Siddhārtha of the Gautama gotra, and sister of Mahapajapati Gotami the first woman ordained by the Buddha. "Māyā" means "illusion" or "enchantment" in Sanskrit and Pāli. Māyā is also called Mahāmāyā ("great Māyā") or Māyādevī ("Queen, literally 'goddess,' Māyā").

It's also the 3d software package I'm learning.
Title: Re: Maya, Works In Progress
Post by: The Good Reverend Roger on January 25, 2009, 10:04:38 PM
Quote from: Telarus on January 25, 2009, 09:55:04 PM


It's also the 3d software package I'm learning.

Oh, I thought you were going all new-age retard on us.  Everytime I hear some fucked up twenty-something babble about how "all is Maya", I consider disproving it by kicking him in the fucking teeth.

Goddamn it, I hate that shit.
Title: Re: Maya, Works In Progress
Post by: Telarus on January 25, 2009, 10:13:58 PM
Ok, breaking off the URL list, cause of the images in that last post.

Resources:
---------------------------------------------

Title: Re: Maya, Works In Progress
Post by: Telarus on February 04, 2009, 09:51:51 PM
WIP Update:

I've done my research, and I'm going to be doing a viking-style 'clinker' built hull. This means central keel, and overlapping hull plates riveted together. We'll be using this basic cutaway image, and others I've found on the net as reference materials -
(http://lh5.ggpht.com/_ET-SdQY3hlo/SYn4BgidJVI/AAAAAAAAAjg/Dt_CVA353aU/norse_faering_elements.gif)

First, I'll import just my hull mesh from my previous model and set it as a reference layer.

(http://lh4.ggpht.com/_ET-SdQY3hlo/SYoBM3Z-u7I/AAAAAAAAAkA/IA2ZPGRWOfg/s720/drakkarWip01.jpg)
Next, I'll import a simple character model, and scale it to human average height, duplicate it and scale the new one to average troll height. I'll set them to one side on the ground plane for now. This is used to scale the hull based on some measurements I pulled from one of the Skuldelev wreaks. Our hull ends up 45 meters long, 11m wide, with a base draft of 8m.

(http://lh5.ggpht.com/_ET-SdQY3hlo/SYoLMzTzV2I/AAAAAAAAAkM/8uJ0k6V8788/s720/drakkarWip02.png)

(http://lh3.ggpht.com/_ET-SdQY3hlo/SYoLNMeQAFI/AAAAAAAAAkU/AwpB5k4H6gg/s720/drakkarWip03.png)

Next, I will draw out the 3 pieces of plank that will join to form the keel with the curve tools.



Title: Re: Maya, Works In Progress
Post by: Telarus on January 23, 2010, 06:55:56 AM
Bump.

Latest Maya work:

(http://hphotos-snc3.fbcdn.net/hs170.snc3/19758_288356983827_540513827_4348722_5174355_n.jpg)

(http://hphotos-snc3.fbcdn.net/hs170.snc3/19758_288356978827_540513827_4348721_1666249_n.jpg)

(http://hphotos-snc3.fbcdn.net/hs170.snc3/19758_288357003827_540513827_4348723_5481479_n.jpg)

(http://photos-f.ak.fbcdn.net/hphotos-ak-snc3/hs190.snc3/19758_288357013827_540513827_4348724_3537518_n.jpg)
Title: Re: Maya, Works In Progress
Post by: Jasper on January 23, 2010, 07:08:42 AM
Hey, that's some whiz-bang stuff.  Very neat.
Title: Re: Maya, Works In Progress
Post by: Captain Utopia on January 23, 2010, 07:12:23 AM
Very nice work ITT!  I totally suck at 3d modelling though I've had some projects (dismounted soldier simulation) which require it -  luckily though, that's just mostly requires nice simple square boxy building interiors.  But I know it's a lot harder to do than it looks!
Title: Re: Maya, Works In Progress
Post by: Cainad (dec.) on January 23, 2010, 03:39:26 PM
This makes me want to start playing with Art of Illusion again.
Title: Re: Maya, Works In Progress
Post by: Telarus on March 08, 2010, 09:21:55 PM
Some new pics from the current work in progress:

(http://lh6.ggpht.com/_ET-SdQY3hlo/S5Td1uC_sRI/AAAAAAAABTA/60c4BzebE5c/s800/wip01.jpg)

(http://lh6.ggpht.com/_ET-SdQY3hlo/S5TdlTa0kWI/AAAAAAAABSg/RsrDhTQ4vYA/s800/wip03.jpg)

(http://lh4.ggpht.com/_ET-SdQY3hlo/S5VohsNQi0I/AAAAAAAABTk/qs7POnTtJD4/s800/wip04_finalGatherTest.jpg)

(http://lh3.ggpht.com/_ET-SdQY3hlo/S5Td-97vHUI/AAAAAAAABTI/5IsRtFPBWfI/s800/wip07.jpg)

(http://lh4.ggpht.com/_ET-SdQY3hlo/S5Td4SIOcKI/AAAAAAAABTE/8mAVjwySl8s/s800/wip05_displaceTest.jpg)

(http://lh5.ggpht.com/_ET-SdQY3hlo/S5TdlRvHUVI/AAAAAAAABSk/wrUlKXveDoU/s800/wip06.jpg)


So this was supposed to be a few weeks long project that was due last Fri. But I had file corruption issues and lost A LOT of work. What you see here I did entirely over the weekend.

Things I've wrapped my brain around due to this strife:

-High Poly Hard Surface Models (getting crisp edges that still reflect light in the right way is hard, yo)

-Displacement! The terrain in my scene is a flat plane (NURBS) with a displacement texture on it. Then texture/specular/bump maps are applied.

-PHOTOREALISTIC RENDERING! I loves me some Mental Ray. Look at that freaking metal stand, check out the shadows. Now these pics were rendered out at "Draft" quality. I should have some "Production" quality pics up later in the week.
Title: Re: Maya, Works In Progress
Post by: ñͤͣ̄ͦ̌̑͗͊͛͂͗ ̸̨̨̣̺̼̣̜͙͈͕̮̊̈́̈͂͛̽͊ͭ̓͆ͅé ̰̓̓́ͯ́́͞ on March 08, 2010, 09:56:50 PM
You're a talented fellow, Telarus.
Title: Re: Maya, Works In Progress
Post by: PeregrineBF on March 09, 2010, 06:14:13 AM
Nice work.

This thread makes me want to fire up blender again... Been years since I did any 3d stuff though. Would probably have to do a spaceship or something equally simple. :(
Title: Re: Maya, Works In Progress
Post by: Jasper on March 12, 2010, 01:05:22 AM
Reading this thread makes me wish I could just sit down for two years and do nothing but learn how to do 3D and CGI.
Title: Re: Maya, Works In Progress
Post by: Telarus on May 03, 2010, 07:42:23 PM
(http://lh3.ggpht.com/_ET-SdQY3hlo/S98YsgUZPAI/AAAAAAAABdA/YY15kEe-zNk/s800/fontanyJoshua_MA361_Project02_Beauty.jpg)

Latest project for my Organic Modeling class: the human torso!
Title: Re: Maya, Works In Progress
Post by: Jasper on May 03, 2010, 08:45:04 PM
Telarus made this. 

In a cave.


:mittens:
Title: Re: Maya, Works In Progress
Post by: Telarus on June 10, 2010, 05:42:36 AM
Here's a landscape render I'm working on:

(http://lh5.ggpht.com/_ET-SdQY3hlo/TBBs0o3ifBI/AAAAAAAABes/QNJJL_Q1j4c/s800/terrain.jpg)
Title: Re: Maya, Works In Progress
Post by: Jasper on June 10, 2010, 06:47:18 AM
You know it's good when I see it and want to go there in a jeep.
Title: Re: Maya, Works In Progress
Post by: Telarus on June 10, 2010, 11:19:48 PM
Update - Final Render (Ortho-Oblique map projection - basically no perspective/fore-shortening). Also, this was down-sized by Picasa.

(http://lh6.ggpht.com/_ET-SdQY3hlo/TBFh2KmQNZI/AAAAAAAABfE/_52Sdt6nQmU/s800/IntoTheDragonsMawFINAL.jpg)
Title: Re: Maya, Works In Progress
Post by: Telarus on June 11, 2010, 12:42:48 AM
(http://lh4.ggpht.com/_ET-SdQY3hlo/TBFwzSoho9I/AAAAAAAABfU/5yMCm54zj8M/s800/mapPerspectiveFINAL.jpg)
Title: Re: Maya, Works In Progress
Post by: Telarus on August 03, 2010, 11:56:11 PM
Update bump:

Having received a new (64bit!) system (as I blew the powersupply AND the graphics card on the old Dell), I have rendered this scene to test my new setup (I also got a 'workstation' Quadro 580 video card).

The pic in the above post took 20-24 minutes to render on my old machine.

Now it take FIVE MINUTES AND 15 SECONDS!!!!!

My euphoria is only balanced in the Chao by the amount of money I had to spend this week to finish my homework  :x






FIVE MINUTES!!!!!!!!!!!!!!!!


WOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!
Title: Re: Maya, Works In Progress
Post by: Captain Utopia on August 04, 2010, 12:04:17 AM
Sweet!  Does that mean that we'll be treated to more renders soon?
Title: Re: Maya, Works In Progress
Post by: Triple Zero on August 04, 2010, 10:35:41 AM
Is it possible to make the trees less copy-pasted looking?
Title: Re: Maya, Works In Progress
Post by: Telarus on August 04, 2010, 08:02:21 PM
IT IS NOW!  :lol:

yeah, I could only use 3 tree models, or my old system would scream in pain and crash maya (and if you notice the trees are 2d billboards  :wink:).

I'm grabbing this program right now on recommendation of my instructor (apparently it's what they used for Oblivion):

http://www.thegamecreators.com/?m=view_product&id=2088
Title: Re: Maya, Works In Progress
Post by: Telarus on August 06, 2010, 12:23:19 AM
Current Work in Progress:

(http://lh4.ggpht.com/_ET-SdQY3hlo/TFtHg6EJYtI/AAAAAAAABhM/CcNhtrB7RY0/s800/fontanyJoshua_MA362_week04_progress.jpg)

mental ray (Raytraced), with displacement and megaTexture

render-time: 9 seconds

Need to finish up structures and start working on plant life.
Title: Re: Maya, Works In Progress
Post by: Telarus on August 06, 2010, 05:16:14 AM
Some lighting and texturing experiments from class:

(http://lh4.ggpht.com/_ET-SdQY3hlo/TFuL1S4H1sI/AAAAAAAABhg/SRK3QSAlhJE/s800/light_test_01.png)

(http://lh6.ggpht.com/_ET-SdQY3hlo/TFuL1do5l2I/AAAAAAAABhk/YIursxF5H5s/s800/light_test_02.png)
Title: Re: Maya, Works In Progress
Post by: Telarus on August 06, 2010, 05:41:12 AM
(http://lh5.ggpht.com/_ET-SdQY3hlo/TFuSS-NytTI/AAAAAAAABhs/4nsVOKw27-0/s800/light_test_03.png)

Closeup of the previous landscape shot with Mental Ray options from the previous lighting tests and Sun and Sky.
Title: Re: Maya, Works In Progress
Post by: Telarus on August 20, 2010, 12:52:05 AM
(http://lh5.ggpht.com/_ET-SdQY3hlo/TG3C_ok1qLI/AAAAAAAABio/JXn5yoy0m5U/s800/fontanyJoshua_project01_submission.png)

There's some issues, but I like how it turned out.
Title: Re: Maya, Works In Progress
Post by: ñͤͣ̄ͦ̌̑͗͊͛͂͗ ̸̨̨̣̺̼̣̜͙͈͕̮̊̈́̈͂͛̽͊ͭ̓͆ͅé ̰̓̓́ͯ́́͞ on August 20, 2010, 02:14:45 AM
Whoa! I don't know the first thing about Maya/3D rendering, but that looks incredible.

How many hours do you think you put into that thing?
Title: Re: Maya, Works In Progress
Post by: Telarus on August 20, 2010, 02:58:54 AM
lol, too many, and I really underestimated how much time it would take to model and layout the texture-spaces, so had to crunch the lighting and setting up the plants at the end. I got 4 hours of sleep this morning =P.

(btw, the full render is 1600 x 1440, about twice as wide and tall as the above pic that Picasa scaled down.)
Title: Re: Maya, Works In Progress
Post by: Telarus on August 27, 2010, 08:00:28 AM
Net, I think I put 50+ hours over 3 weeks in total with texture and photo research, modeling, UV unwrapping, texture painting, landscape displacement, realistic lighting, and generating and fixing the 3d plants before spreading them around. Sorry, I was a little too frazzled to estimate it earlier.


Concept art for my next piece:

(http://lh4.ggpht.com/_ET-SdQY3hlo/THdfQBfEvBI/AAAAAAAABjQ/jZhgd-k1eiI/s800/bogGob_Concept.jpg)
Title: Re: Maya, Works In Progress
Post by: Don Coyote on August 27, 2010, 08:05:54 AM
Jealous. And makes me miss my design class.

Title: Re: Maya, Works In Progress
Post by: Telarus on September 03, 2010, 12:38:36 AM
Progress: Character mesh is finished. I have to rig a bone/animation structure, UV unwrap it, texture it, pose it, and light it. Oh, and build/texture the Spear Prop.

(http://lh3.ggpht.com/_ET-SdQY3hlo/TIAzNkwkOVI/AAAAAAAABkI/xruPRQKK8cI/s800/progress01.jpg)

(http://lh4.ggpht.com/_ET-SdQY3hlo/TIA018hc2tI/AAAAAAAABkE/-BBNcBpCa3M/s800/progress02.jpg)
Title: Re: Maya, Works In Progress
Post by: Disco Pickle on September 03, 2010, 05:01:01 AM
Quote from: Telarus on September 03, 2010, 12:38:36 AM
Progress: Character mesh is finished. I have to rig a bone/animation structure, UV unwrap it, texture it, pose it, and light it. Oh, and build/texture the Spear Prop.

(http://lh3.ggpht.com/_ET-SdQY3hlo/TIAzNkwkOVI/AAAAAAAABkI/xruPRQKK8cI/s800/progress01.jpg)

(http://lh4.ggpht.com/_ET-SdQY3hlo/TIA018hc2tI/AAAAAAAABkE/-BBNcBpCa3M/s800/progress02.jpg)

I really miss the modeling I did like this back when I did it as a hobby..


Excellent work sir. 

I was never a maya guy..  I dumped countless hours into 3dsm for learning purposes..  and science,

What's the field in which you want to go??  game design? movies?  architecture?

where are you studying specifically and are you a campus kid?



Title: Re: Maya, Works In Progress
Post by: Telarus on September 03, 2010, 06:50:38 AM
Hey! Thanks for the interest!

I'm in the Art Institute of Portland's 'Game Art & Design' program, so most of the technical stuff is Game focused, but I'm learning enough mental ray to do cut-scenes or feature animation or architectural renders (apparently versatility is golden in CG right now).

Here's some lighting tests from class tonight (it's an iterative proccess). Great thing about this work-flow is that I'll never have to render a separate 'Ambient Occlusion' pass from now on.... SWEEEEET.

Key Light basic setup:
(http://lh6.ggpht.com/_ET-SdQY3hlo/TICHDHfttrI/AAAAAAAABkY/PSloKlD58G8/s800/01_keyLight_Test.png)

Rim Light basic setup:
(http://lh5.ggpht.com/_ET-SdQY3hlo/TICHDc176zI/AAAAAAAABkc/bIowvhbnOfw/s800/02_rimLight_Test.png)

Colored Key Light:
(http://lh4.ggpht.com/_ET-SdQY3hlo/TICHDTZyX2I/AAAAAAAABkg/1OvI899Og4A/s800/03_rimLight_colorTest.png)

Both Lights Together:
(http://lh3.ggpht.com/_ET-SdQY3hlo/TICHDoeMaLI/AAAAAAAABkk/FiCXgJEbRmY/s800/04_bothLights_Test.png)

Soften Shadows:
(http://lh4.ggpht.com/_ET-SdQY3hlo/TICHDgKVjCI/AAAAAAAABko/abVGCLvJKvY/s800/05_bothLights_smoothShadowTest.png)

Add Diffuse (base) Color:
(http://lh3.ggpht.com/_ET-SdQY3hlo/TICHKnLU4QI/AAAAAAAABks/359Z1WmtPNo/s800/06_diffuseTest.png)

Add Highlights:
(http://lh6.ggpht.com/_ET-SdQY3hlo/TICHKtUb_vI/AAAAAAAABkw/e6Asngy99FM/s800/07_diffuseShinyTest.png)

Final Brightness Tweaks:
(http://lh5.ggpht.com/_ET-SdQY3hlo/TICHKpLWMmI/AAAAAAAABk0/cMSHgIavbF4/s800/08_brightnessTweak.png)
Title: Re: Maya, Works In Progress
Post by: Telarus on September 13, 2010, 07:45:22 AM
Proportional corrections, textured (diffuse/specular-reflection/bump).

Working on lighting/props/pose.

(http://lh3.ggpht.com/_ET-SdQY3hlo/TI3H2ysObFI/AAAAAAAABlU/SlSTuMu0tgg/s800/progress03.jpg)
Title: Re: Maya, Works In Progress
Post by: Telarus on September 14, 2010, 03:40:57 PM
(http://lh6.ggpht.com/_ET-SdQY3hlo/TI-JUo0Al7I/AAAAAAAABl4/0vglr81ESdc/s800/progress12.jpg)


Now to render 180 frames for a 6 second animation.
Title: Re: Maya, Works In Progress
Post by: Don Coyote on September 14, 2010, 03:43:27 PM
Very very cool.
Title: Re: Maya, Works In Progress
Post by: Telarus on September 21, 2010, 09:05:55 AM
Even though class is over, I went back and did some touch-ups (the colors were desaturated, among other issues). CLICK for BIG VERSION (1280x1024).

(http://jaf384.aisites.com/earthdawn/fontanyJoshua_BogGob_1280x1024.png) (http://jaf384.aisites.com/earthdawn/fontanyJoshua_BogGob_1280x1024.png)
Title: Re: Maya, Works In Progress
Post by: NotPublished on September 21, 2010, 09:58:49 AM
whoa thats freaking cool im jealous

i wish i could manipulate 3d that well :(
Title: Re: Maya, Works In Progress
Post by: Triple Zero on September 21, 2010, 12:22:39 PM
NICE!

if you're still looking for constructive criticism: the white spots on the mushrooms aren't right. remember how they are formed, when they are little, a fibrous white sheet covers the mushrooms, and as the hood grows it breaks into little bits, exposing the red hood surface below. most important result of this is that the smaller mushrooms don't actually have smaller spots, they are just closer together (more white, less red). the way they look now makes them look obviously like scaled copies of eachother. the spots also dry up and their edges curl up a littlebit, adding a bumpmap to the texture that looks like an edge-detect version of the spots texture might fix that? (possibly masked with a tresholded version of the spots texture) I think I'd have a great time thinking up clever textures and bumpmaps :)
Title: Re: Maya, Works In Progress
Post by: Telarus on November 08, 2010, 08:07:21 AM
Thanks everybody. (And thanks Trip, I'll remember those details for the next version).


Up next: A landscape project.



All I can say is MuaAHAHAHAHAHAHAHAHAHAHA.
Title: Re: Maya, Works In Progress
Post by: Telarus on November 08, 2010, 10:12:06 AM
(http://lh5.ggpht.com/_ET-SdQY3hlo/TNfMj7e2r1I/AAAAAAAABm0/Id_D1Jj-FXc/s800/fontanyJoshua_week05_progress01.jpg)
Title: Re: Maya, Works In Progress
Post by: Cainad (dec.) on November 08, 2010, 01:37:00 PM
oh my god yes


I need to get back into that ArtOfIllusion freeware modeling tool, so I can make stuff like that. I love crafting 3d landscapes.


Cainad,
Mystfag
Title: Re: Maya, Works In Progress
Post by: AFK on November 08, 2010, 05:43:09 PM
Cool.

And also, FTR, I can't ever read this thread title without seeing the pun.

Title: Re: Maya, Works In Progress
Post by: Telarus on November 08, 2010, 08:19:33 PM
Quote from: Rev. What's-His-Name? on November 08, 2010, 05:43:09 PM
Cool.

And also, FTR, I can't ever read this thread title without seeing the pun.



:mrgreen:
Title: Re: Maya, Works In Progress
Post by: Telarus on November 08, 2010, 11:11:49 PM
These statues are going on the pedestals of the huge mountain Gate. Got one fully textured. Now I need to texture the rest of the scene. Due Tomorrow!  :evil:

(http://lh6.ggpht.com/_ET-SdQY3hlo/TNiC6vCvAqI/AAAAAAAABnI/pKivqg5teMA/s800/fontanyJoshua_week05_progress04.jpg)
Title: Re: Maya, Works In Progress
Post by: P3nT4gR4m on November 09, 2010, 10:06:04 AM
I totally wish I could get my head around texturing  :cry:
Title: Re: Maya, Works In Progress
Post by: Triple Zero on November 09, 2010, 03:21:11 PM
I believe the trick is to get the texture around the head, not the other way around.
Title: Re: Maya, Works In Progress
Post by: P3nT4gR4m on November 09, 2010, 04:14:06 PM
 :argh!:
Title: Re: Maya, Works In Progress
Post by: Choptop on November 09, 2010, 05:18:51 PM
You've got some really nice stuff in here!  I've tried and failed to pick up Maya a few times.  That shit takes much more patience than I could ever have.  Much respect to anyone that can force it to do their bidding.
Title: Re: Maya, Works In Progress
Post by: Telarus on November 10, 2010, 04:43:08 AM
Thanks!

So I've been obsessing over 3d landscape models for a few years now, crawling through DEM files (satellite data), and trying to figure out the best workflow to get them to "look pretty".

I had a breakthrough last week.

Any way, here's a shot of the scene so far (I get a week to make revisions).

(http://i114.photobucket.com/albums/n262/telarus/Renders/fontanyJoshua_GA362_project01FinalRender.png)
Title: Re: Maya, Works In Progress
Post by: Telarus on November 17, 2010, 04:13:38 AM
Updated Scene:

(http://lh6.ggpht.com/_ET-SdQY3hlo/TONFTedxxzI/AAAAAAAABnk/CzU62H8zvX8/s800/fontanyJoshua_GA362_project01FinalRender_resubmission.png)
Title: Re: Maya, Works In Progress
Post by: Phox on November 17, 2010, 05:28:29 AM
Quote from: Telarus on November 17, 2010, 04:13:38 AM
Updated Scene:

(http://lh6.ggpht.com/_ET-SdQY3hlo/TONFTedxxzI/AAAAAAAABnk/CzU62H8zvX8/s800/fontanyJoshua_GA362_project01FinalRender_resubmission.png)

The texture of the wall seems out of place. Also, the lighting on the center statue seems off a little bit. The roofs of the houses look really good, and the statues themselves are gorgeous, though.
Title: Re: Maya, Works In Progress
Post by: Telarus on December 15, 2010, 05:59:40 AM
FINALS ARE OVER.


8)


Here's some medium res pics of the scenes I turned in. I've kept the images 1024px wide, but final renders were @ 3000px wide - in order to print and turn them in. But flickr wants me to give them money to host the full res versions.  :|


(http://)(http://farm6.static.flickr.com/5128/5262960802_ed77bc664f_b.jpg) (http://www.flickr.com/photos/telarus23/5262960802/)
fontanyJoshua_GA362_project01 (http://www.flickr.com/photos/telarus23/5262960802/) by telarus23 (http://www.flickr.com/people/telarus23/), on Flickr

(http://farm6.static.flickr.com/5082/5262352455_b672984fa5_b.jpg) (http://www.flickr.com/photos/telarus23/5262352455/)
fontanyJoshua_GA362_project02 (http://www.flickr.com/photos/telarus23/5262352455/) by telarus23 (http://www.flickr.com/people/telarus23/), on Flickr

I must admit, the glass dragon turned out really really good.  Glad I didn't have to model it, just texture and light it. :D
Title: Re: Maya, Works In Progress
Post by: Bu🤠ns on January 04, 2011, 05:26:47 AM
:mittens: oh wow this is gorgeous.  I missed this thread since page 2.  Great job!
Title: Re: Maya, Works In Progress
Post by: Epimetheus on January 04, 2011, 06:08:12 AM
Yes, this is very cool. The indoor scene is amazing. Something about the shine makes the wood look a little...rubbery, but the whole thing is really well done.
Title: Re: Maya, Works In Progress
Post by: Telarus on January 04, 2011, 07:18:29 AM
Yeah, it's a little too high reflectivity, and a little to 'low res' samples on the reflectivity map itself. Got those tips from my teacher.

Thanks everybody!
Title: Re: Maya, Works In Progress
Post by: Triple Zero on January 04, 2011, 04:32:43 PM
can you also render those scenes with focal blur / depth of field blur? that might add even more realism.
Title: Re: Maya, Works In Progress
Post by: Telarus on January 04, 2011, 09:25:09 PM
Thanks Trip. I did use some Depth-of-Field in the landscape shot. (The house on the right is to far in the fore-ground and thus blurred), but there wasn't enough detailed stuff in the background to sell it all the way.

I'm also interested in "tilt-shift", and eventually want to render some tilt-shifted scenes that look like miniatures.

If you want a trippy tilt-shift experience, check out Tilt Shifted Van Gogh:

http://www.artcyclopedia.com/hot/tilt-shift-van-gogh.htm

(http://www.artcyclopedia.com/hot/images/tilt-shift-van-gogh-the-harvest-detail.jpg)
Title: Re: Maya, Works In Progress
Post by: Triple Zero on January 05, 2011, 01:57:40 AM
OOOoooooooooohhhhh sweet! Thanks! :D