View Full Version : 3DSMax art feat. Emiri Nakayama
Well its not anime fan art. Neither it is cell shaded. One could consider it as Emiri Nakayama fan art. To be honest... I am not a fan of her, but on my search for something worthy to modell I found a picture gallery with tons of photos presenting her in almost every perspective (that allowed me to approximate a 3D nurbs). There were also pictures from her that allowed me to build a texture from.
The head consists of a nurbs surface with approx. 14k verts, the hair consists of about 200k spline lines (calculatet from 10 base splines). I am still not satisfied with the hair but my PC is not best equiped so this will be hard to optimize.
Atm I transform a body for her from mesh (a mesh won't animate very well) to nurbs (should be done in a year :heh: ).
http://digital-soul-drift.de/head_dreh90.gif
(approx. 1MB sized .gif)
Rendering time was about 6hours for this little rotation. I also exportet a xvid version which is smaller than the gif but provides better quality (150kbyte).
XVID encoded version (http://digital-soul-drift.de/head_dreh90_xvid.avi)
I know the reflection settings of the hair are way wrong, but it was already 50% rendered when I recognized it. And I did not want to render the whole thing again. :uhoh:
wow. It takes that long to render just that? It's pretty good though. Interesting idea.
It depends on your computer. I had a little project with 3dmax what took 6 hours to render on my OLD computer, a Celeron 1000mhz with a geForce2 MX vga-card (64mb) and 256mb of RAM.
Now i'm running with a P4 2.6Ghz and 1024mb of RAM, with a geForce4 TI 4200. I render a real complex object within a hour to make 10 min. of video.
I haven't rendered a video of it, but i do have some pictures of the scene. Here:
http://home.quicknet.nl/qn/prive/hermans22/bridge_03.jpg
http://home.quicknet.nl/qn/prive/hermans22/bridge_04.jpg
http://home.quicknet.nl/qn/prive/hermans22/bridge_05.jpg
Maybe it doesn't belong in fan-art, but it gives you guys a clue of what you can make with 3dmax. I am making this in able to enter a graphic lyceum for a Multimedia education. I hope they'll allow me to enter with this stuff. There will be a fehicle in it riding the bridge and some camera work, so look out for that to finish.
Íf they don't let you enter with that stuff I'm toast. i can't even render a nice landscape whilst not moving let alone make anything that actually moves.
It depends on your computer. I had a little project with 3dmax what took 6 hours to render on my OLD computer, a Celeron 1000mhz with a geForce2 MX vga-card (64mb) and 256mb of RAM.
Now i'm running with a P4 2.6Ghz and 1024mb of RAM, with a geForce4 TI 4200. I render a real complex object within a hour to make 10 min. of video.
I haven't rendered a video of it, but i do have some pictures of the scene. Here:
Atm I work with a 1GHz AMD CPU and 512MB of RAM. I assume the main problem is not the CPU or the RAM size but the bus speed Memory to CPU and vice versa. A P4 will most likely outperform an AMD in this matter. If there was no hair which blows up rendering time, that scene would render in less than 15 minutes. :)
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Maybe it doesn't belong in fan-art, but it gives you guys a clue of what you can make with 3dmax. I am making this in able to enter a graphic lyceum for a Multimedia education. I hope they'll allow me to enter with this stuff. There will be a fehicle in it riding the bridge and some camera work, so look out for that to finish.
that looks great, but for a more realistic look I would set other refraction/reflection maps on the landmass. Atm it looks very artificial... (it looks blury too, maybe the use of a higher detailed texture will prevent this.)
You think so too right, yeah the prob is that i've worked with the standard delivered materials within 3dMAX, and they're a bit limited. So i have to get my hands on a good photoshop or something to fix myself up some real materials. This sucks i must agree.
Shinobu_Maehara
2004-03-15, 03:39
Those are realy good CG's :)
I especially like landscape art :)
I use Terragen for that. it's a rather simple program, but don't underestimate it's power.
I'll try and find a piece I made. as for the current ones, good job on the structures, I know how hard it is to create them.
Shinobu_Maehara
2004-03-15, 03:52
http://www.deviantart.com/deviation/5854606/
http://www.deviantart.com/deviation/5854647/
these I made with Terragen a while ago... enjoy
Yes Terragen is pretty good to create random scenery. It has an dxf export filter which allows to import the result in nearly any 3D CG programm. But there is one weak point, it will not create the textures and stuff, that you will need to render it in 3rd party programms.
Yes Terragen is pretty good to create random scenery. It has an dxf export filter which allows to import the result in nearly any 3D CG programm. But there is one weak point, it will not create the textures and stuff, that you will need to render it in 3rd party programms.
THAT's SO nOt FAir!!
A random rendered scenery, do you have any idea how much work it took for me to make that scenery? And there you go and render a equel quality scenery with one push of the button and POOF. darn you :frustrated:
Hehehe, no hard feelings though. I've decided to make it a night landscape, i don't have any pictures online yet, but it looks more realistic the way it is now. I have created a high-res map for the landmass created with Corel Photopaint 12, so that looks much better now. I'll post the pics in the afternoon, i'm at school right now. Thanks for helping me out with this, it's VERY important (my future is at stake :D)
Shinobu_Maehara
2004-03-16, 08:06
THAT's SO nOt FAir!!
A random rendered scenery, do you have any idea how much work it took for me to make that scenery? And there you go and render a equel quality scenery with one push of the button and POOF. darn you :frustrated:
Hehehe, no hard feelings though. I've decided to make it a night landscape, i don't have any pictures online yet, but it looks more realistic the way it is now. I have created a high-res map for the landmass created with Corel Photopaint 12, so that looks much better now. I'll post the pics in the afternoon, i'm at school right now. Thanks for helping me out with this, it's VERY important (my future is at stake :D)
Yes you can create random scenery with Terragen,, BUT... the one I make are carefully put together, it can take up to hours to generate a decent looking picture.
And not just randomly generate a landscape.
Shinobu_Maehara
2004-03-16, 08:08
Oh BTW Gizmo,,, the light reflection of the sun on the water is in your picture white, but the skyscape and the diffusion of the low sun can never be white. ;)
it should be yellowish instead of white
people: i'm fed up with all the orange and stuff.
The picture is too romantic and soft and sh*t, so i've decided to make it a night landscape.
Behold:
http://home.quicknet.nl/qn/prive/hermans22/bridge_night_01.jpg
There will be material reflecting in the water later on, but this is how it stands at the moment.
As for the vehicle, i'm working on it. Only have scetch at the moment:
http://home.quicknet.nl/qn/prive/hermans22/motor.JPG
yeah that looks good. It is very interesting to see a whole workcycle from sketch to textured and animted mesh... besides the sketch looks very promising.
Ah well I add some of my older stuff... but be warned its one of my early works... and I had no motion capturing device thatswhy the actor walks like an EVA *g*... besides it is just all low polygonized... did I mention my low PC specs? :heh: (to render this cell shaded would suprisingly mean to render twice as long O.o )
ah yes warning... the file is 16Mbyte big so you might want to save it to disk before viewing ;)
Beach Video (http://digital-soul-drift.de/new_anime_model_beach4_divx.avi)
nice job like the cellshading effect.
Well, what to say.. i think that the animation doesn't look natural, but it is quite interesting. The part when she leans at the tree is nice.
What program did you use? 3dmax? i could learn some stuff from ya, modelling ok, that i'm quite skilled in allready. But animation of body's and stuff i would like to learn some from ya.
Please contact me on MSN if you would like, it's berthermans@hotmail.com
Well, see you around. Thanks for the movie (got it in pretty fast btw, fast server :D)
uh seems like I mistyped something again... actually that video isn't rendered cell-shaded because of the time it would need.
The Cell-Shaded Chara would look like this:
http://digital-soul-drift.de/quick_cel_shade.jpg
For the animation I used character studio. Maybe character studio is already integrated into your 3ds max version (commonly it isn't). For character animation it will be almost necessary.
sry I don't have msn installed :sad:
ok got a vehicle, just a brainstormpy, far from perfect.
Got myself a scanner (finally) i'm really happy with it's performance. It's a HP scanjet 2400
clickey (http://home.quicknet.nl/qn/prive/hermans22/car.jpg)
does it have square wheels?
well it doesn't have wheels at all. The idea was making a hover-booster of some kind. But it looks like a square wheel instead... Gotta fix that up allright. It was just a doodle.
*uses the defibrilator to revive the thread*
I found some time to create a new project. This time I wanted to make an anime like head based on anime/manga character. The main problem is cellshading, and shading of characters in anime in general. A 3D renderer is very very precise when it comes to draw shades and stuff, a human artist instead very unprecise. The most impossible thing are the eyes refractions/reflections, thatswhy I used a plain texture for them.
Another strange thing is, that the cellshaded rendering is very time consuming, because it calculates normal diffuse reflections and then postfilters them into cellshaded. So finally my renderer had to work with a nurbs head and polygon hair, which is in numbers 811610 unique faces, 2 lights and 1 shadow map per frame. I'ld really like to have a 50PC gigabit cluster for netrendering :heh: .
So this what renders in approx. 1:30 minutes:
http://www.digital-soul-drift.de/new_head_project_persp_20.jpg
And to show a simple motion (the standard rotation of the head, to show the goods which the physics engine can do for the hair animation...), it rendered about 3 hours (video format xvid, 1,5MB size):
video_anim_head_project_xvid (http://www.digital-soul-drift.de/video_anim_head_project_xvid.avi)
the next project will definitly be a nurbs body... (and maybe some clothes *g*)
nice.. maybe i should dig out that 3Dmax cd form the gifts pile...
I did the promised stuff... but since I do not own a render farm, there is only a very short video example sequence.
here some picture examples (857247 Faces, 1 light, brazil, multilayer toon shader materials):
http://www.digital-soul-drift.de/new_anime_proj_cell_brazil_1.jpg
-front view-
http://www.digital-soul-drift.de/new_anime_proj_cell_brazil_2.jpg
-side view-
http://www.digital-soul-drift.de/new_anime_proj_cell_brazil_3.jpg
-back view-
here (http://www.digital-soul-drift.de/video_anim_project_user_brazil_xvid.avi) you can dl the short animation (it is encoded with XVID, but the background appears very dark... the background should look like in the example pictures -white-. Maybe you have an option to increase contrast and saturation values in your player).
wow, that's really really awesome. You're amazing! I'm working on learning to do atleast moderately difficult things in 3ds max, so maybe I could ask you a few questions along the way, if that's ok :)
Yeah sure. I am pleased to help :). But honestly I am not a professional either. I am still exploring some of the features that 3DS Max provides ^^'
a little update (there was another thread of mine but that seems to be gone in the forums crash)
Project 13 (progressing slowly - no time, and no interest, since there is no decent hair plugin and I don't get the head animeish the way I want... it drives me mad... and usually I avoid hobbies that drive me mad :) )
http://www.digital-soul-drift.de/Scene_13_1024x768_3views.jpg
Rendered in 3DS MAX 7.1 using Brazil toon shaders, hairfx, Character Tools (character is fully rigged), need a MOCAP device
btw. anime/manga character's faces (especially the cute ones), are the most inconsistent abstraction of real world objects ever - 10 angles = 10 different positions for nose, mouth, eyes (they keep travelling on the characters face, while the angle changes) ... let alone the form of the head
Gundam Zero Force
2006-12-18, 20:00
ok I had no idea we were allowed to post our art creations of CG animation! THIS ROCKS
I love CG animation . . I got Maya Unlimited . . love it . .. I guess eventually I have to post some of my work :D
Of course my abilities are limited until I got a top notch computer in Jan :D . . the computer I have now is horrible and the render time is crazy . . . .
Zero Shinohara
2006-12-19, 01:13
Wow, two years and you made such impressive progress. It's just awesome, it really is. And hey, post yours too GZ. Maybe I'll start into 3D animation too, eh?
Since I had much free time today, I optimised feet, face and hair.
I thought I render a small animation (chose 5 frames per second). But something rather unexpected happened, in the last frames one of my texture morpher got activated (I didn't know that thing did still exist, I deleted it from the modifier stack of the head, though I might be still attached to some hidden dummy head, which I used for other things). Since I didn't want to render that again (took the PC 1.5 hours), I left it like it is (though it doesn't really fit with the new face form).
I used a target camera with a field of view of 20° which translates roughly to a 101mm ap-w lens. The hair dynamics are quite okay, just ignore the first frames (the hair is a total mess there :D ). And ignore the last frames because of the texture morpher :heh: .
http://www.digital-soul-drift.de/anim_sc13_FOV-20_L-101mm_5fps.avi
The video sample is XVID encoded (I hope it will run on your system, it has a rather strange resolution 480w x 640h ).
edit:
http://www.digital-soul-drift.de/Scene_15_4000x3000_persp_FOV-20deg_Lens-101mm.jpg
one can see some spikes in the shaders. Since the model is a smoothed (HSDS smoother) low poly model, there are regions which are not smooth enough for the toon shader. Interestingly it is completely smooth when rendered with Blinn (or similar)
That's amazing, now let's put your skills into making a 3d hentai game... lol (jk). It really looks good *whisper* her breast could be bigger but than again that's just me (thinks the bathing suit is a little loose on her chest area). :D
That's amazing, now let's put your skills into making a 3d hentai game... lol (jk). It really looks good *whisper* her breast could be bigger but than again that's just me (thinks the bathing suit is a little loose on her chest area). :D
Uh bigger, thats actually very hard, because I modeled it low poly (I planned to maybe use it for some application I am going to write with DirectX 10 - since DirectX 10 will provide new geometry shaders, it is possible to use mesh smooth on low poly models via graphic hardware, that allows for JIT rendering of what now takes 1.5 hours in real time. And why just use it in games, I could imagine some interesting desktop applications together with this 3D model.). The low poly model is kinda fat compared to the smoothed model (with every smoothing step, the model becomes thinner a little bit). So rebuilding her breast is a complicated game of trial and error, you never know how the thing looks like after the smoothing filters got applied. Ah and the bathing suit is related to the smoothing problem, lets say in low poly mode its partialy inside her body, after smoothing is applied it is a little loose... it is hard to predict the result when you adjust it in low poly mode - if I have enough time I will work on it, though thats not my major concern (I justed wanted to give her some clothes, so the model isn't naked). I will try to design some real clothes when I find some 60-80 free hours that I can spend on it. :uhoh:
Dirty-jin
2007-01-04, 10:20
awesome work !!:)
Okay... here comes something new. Project 18, though I won't tell you which character was the inspiration for project 18. I rather want to test something, if you can figure out which character it is, I did a rather good job modelling her. I hope its not too hard ^^'
Now for the technical side of the project... Only 3D artist can usually use this stuff of information... anyway: Character modelled in 3DS Max 7.1 using Brazil Toon and certain standard materials with fallof diffusion maps. Character's base mesh is low poly, but with applied mesh-smooth modifiers. Character rigging should be rather easy (since it is low poly), but is not done yet. Using a 1800 lux sun omni light (incoming angle somewhat about 20°). Rendered, using brazil rendering system, no after effects, field of view 20,21° (100mm lens)
http://www.digital-soul-drift.de/project_18.2_3_views_3200x2400.jpg
Radiosity
2007-01-25, 22:00
The lovely Tessa-chan. Do I get a cookie? ;)
Looks pretty good generally, though I feel it could do with work (hands in particular look weird.) Incidentally, which Max version are you using? I wonder because you mention not having a decent hair plugin, and since that's a standard feature in Max 8 upwards now, I guess 7 or earlier?
edit: Ah, just noticed you said 7.1 there. That explains it. Get an upgrade to Max 8 or 9 and you'll have the awesome Cloth and Hair plugins supplied with the program :)
The lovely Tessa-chan. Do I get a cookie? ;)
That is right, the candidate gets 10 points... ah wait, you wanted cookies *gives out cookies for Radiosity*
Looks pretty good generally, though I feel it could do with work (hands in particular look weird.) Incidentally, which Max version are you using? I wonder because you mention not having a decent hair plugin, and since that's a standard feature in Max 8 upwards now, I guess 7 or earlier?
Do you mean the general shape of the hands, or is it just because of her thumb intersecting with the skirt? Once I have rigged the chara I can freely move hands/fingers so thats not a problem then. Though I suppose you mean something different. Can you describe what need to be done to the hands? Thx.
And yes there is much intersecting of clothes and body mesh.
edit: Ah, just noticed you said 7.1 there. That explains it. Get an upgrade to Max 8 or 9 and you'll have the awesome Cloth and Hair plugins supplied with the program :)
Actually I used the hairfx provided with MAX, but did you ever tried dynamics? Its such a pain, because the hair doesn't move right and the collision detection doesn't work well either (though I just have the 7.1 hairfx version, maybe the newer ones are improved... I'll check this out... one day ^^' ).
On another note, the cloth plugin is as craptastic as hairfx plugin, because its collision detection doesn't work either. I tried to model the skirt with cloth, but gave up on it for two reasons. 1) cloth and detailed meshes with lots of verts don't work quite well together. 2) The whole reactor group is crap (imo).
I tried to use a softbody modifier (like cloth belongs to reactor) on her hair but ended up rigging it with bones and a skin modifier (uhm, but except the hair nothing is rigged so far ^^'.. so no animation and re-positioning yet possible)
Radiosity
2007-01-26, 10:48
*Chows down on his cookies
:)
Yeah, it was the intersecting thumbs that looked weird. I always model characters with either a 90º angle straight out, or 45º angle down on the arms. Other than that, the only thing I'd really comment on is her breasts, but I know from experience that breasts are the very devil to get looking just right I'll not say anything more :)
*Chows down on his cookies
:)
Yeah, it was the intersecting thumbs that looked weird. I always model characters with either a 90º angle straight out, or 45º angle down on the arms. Other than that, the only thing I'd really comment on is her breasts, but I know from experience that breasts are the very devil to get looking just right I'll not say anything more :)
Well I model them like the pose on the picture I use for reference (though I just build one side left or right and mirror it later). Her breast are quite oversized, last time I got some feedback saying I should use more... uhm bigger. So I tried it out on her. In the mesh it looks okay (too big for my taste... but still somewhat natural). After rendering however... to get more defined rounder shadows with a light source from that angle, I had to stretch them in z-direction, or overly enlarge them in y-direction (both will result in a weird side view) :heh: Nah maybe I am just not good enough modelling such details.
Since your are doing 3D art (at least I got the impression), maybe you want to enrich this thread a little bit ^^, I am sure Tessa would like to welcome new friends. :D
http://www.digital-soul-drift.de/tessa_wink.jpg
Radiosity
2007-01-28, 08:09
Well, I don't have any friends for Tessa currently I'm afraid, but I can give her a big hammer to smack people with :heh:
Graf Eisen 01 (http://www.narcess.net/junk/images/renders/VitaHammer.jpg)
Graf Eisen 02 (http://www.narcess.net/junk/images/renders/VitaHammer2.jpg)
And maybe a place to stay:
Costa Del Sol (http://www.narcess.net/junk/images/renders/costa/costatoon.htm)
Haven't done any character modeling in quite a while now. Guess I really should sit down and actually start practicing again (I'm more into inanimates personally.)
Graf Eisen (heh earl iron?) looks like a really mean, yet deadly blunt beauty. I hope Tessa would never use it. Max is crahsing often enough already ^^'
Costa Del Sol seems to be a nice place to be. Looks a little too yellow for my taste, but I am a blue freak, so I am not in the position to critisize :D
Though... you need not model characters to satisfy Tessa's selfish needs (oh... I always feared the day would come, when I use an imaginary thing to describe my presonal view - weird). Its about fun, you should do it, if it brings you fun. My request was not meant to force you into something ^^'
edit: btw. thanks, for my new Radiosity WPs
Radiosity
2007-01-28, 12:25
Nah, you're not forcing me into anything, no worries :) It's about time I started working on characters again anyway since I'm quite rusty.
The Graf Eisen is Vita's weapon in Magical Girl Lyrical Nanoha A's, since it seems you don't recognize it :)
And the Costa scene is from Final Fantasy 7. Modeled it ages ago but thanks to a hard disk failure the version I've got now is somewhat less complete :(
edit: btw. thanks, for my new Radiosity WPs
You're welcome, glad you like them :)
Hey Jinto nice work with 3DSMax. I wanted to try something similar to your anime character work but it was too much new stuff to learn so I just stuck to drawing instead. :heh:
Tessa looks really good in the last one actually (the other pics are way too big making it hard to judge the picture effectively).
Anyways, I wouldn't mind seeing a movie of her doing something (maybe just something simple like walking although I realize making rendered movies takes a while)
Keep it up man!
In an attempt to fullfill your request, I was confronted with different difficulties (e.g. the PC dying 2 times while trying to render the sequence + some other problems). So some sacrifices had to be made (disabling outline borders on materials, remove/simplify certain clothes, skipping odd frames, disabling all things flex - so now nothing bounces and stuff).
In this animation I used a biovision motion capture file (G25DanceAlongMusical.bvh - using a Gypsy G25) from Animazoo's web-page (http://www.bvhfiles.com).
I saw the need to recorrect some bulge setting in the bipet too.
After watching the animation, I am not quite satisfied with my decission to link the light source to the head-motion. Maybe the center of mass of the bipet had been better (well I don't feel like rendering this again... so we will never know :heh: ).
http://www.digital-soul-drift.de/video_anim_tessa_xvid.avi
(36 sec, 12fps XVid)
p.s. I know the skirt behaves strange, but I wasn't able to make use of the cloth plugin, because of problems regarding collision detection and overall physics simulation. So I fell back on the bipet using the physique modifier (results in a rather static deformation behaviour).
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