Will's WIP thread

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  • Oso3DOso3D Posts: 15,011

    After poking around quickly, it'd probably be easier to just make one from scratch, since it'd end up so different from a normal dog that none of the shared morphs/skins would make sense.

    So I'll do that. ;)

     

    Heck, maybe the crawler thing could be a pet.

     

  • IceDragonArtIceDragonArt Posts: 12,548

    I would think so... Of course it depends on how big its teeth are.  And what it eats

     

  • Oso3DOso3D Posts: 15,011

    Decided to bump up the resolution a bit on the figure. It's now 47k polygons, which doesn't seem SO bad, all things considered.

    Going to enable me to put in more fiddly detail.

    Given I regularly use figures at SubD3 and a single dress can run 20k+ polygons, doesn't seem so bad.

     

  • SickleYieldSickleYield Posts: 7,639

    Yeah, the base resolution thing messed me up a few times.  The other thing was that when I imported into Blender I didn't know I was supposed to tell it to keep vertices. I didn't even know what that meant.  It wasn't until I watched Sickleyield's morph tutorial from DS to Blender and back that I realized what I was doing wrong or, in this case, not doing right.  The default import for Blender keeps vertices separate.  Every time I tried to make a morph, I was moving body parts and couldn't figure out how to keep them all together and then DS would have a hissy fit and spit errors at me.

    At least now, I know what to do and I learned how to create a preset in Blender so I just have to click a preset.  Thanks, @Sickleyield!  :)

    Yay! :)

  • Oso3DOso3D Posts: 15,011

    OH MY FRIKEN GAD.

    Ok, this took all blankin day. I'm not thrilled with video tutorials, but I doubt even that would have been enough without one of SickleYield's geograft tutorials (thanks!)

    You could do what I did trivially with a sphere primitive. BUT... figuring out how to weld a ball on the end of someone's arm is on the road to a lot of much more interesting things.

     

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  • 3Diva3Diva Posts: 11,527

    OH MY FRIKEN GAD.

    Ok, this took all blankin day. I'm not thrilled with video tutorials, but I doubt even that would have been enough without one of SickleYield's geograft tutorials (thanks!)

    You could do what I did trivially with a sphere primitive. BUT... figuring out how to weld a ball on the end of someone's arm is on the road to a lot of much more interesting things.

     

    Oh cool - that sounds like it has some interesting possibilities. :)

  • Oso3DOso3D Posts: 15,011

    Verily. I think I'm going to try lobster claws and a few other fun things at some point.

    Also want to finish my Crawler, and then I have this bulbous semicute 'alien dog' figure in mind.

     

  • Oso3DOso3D Posts: 15,011

    I was thinking of a geograft-based Nyarlathotep, such as this:

    Looking over it, it's probably better as an original figure.

    I still might do 'tentacle head' anyway, though.

     

  • Oso3DOso3D Posts: 15,011
    edited February 2017

    And now that I've finally wrangled Geograft, here's my second attempt.

    Poseable tentacle head. I didn't pay close attention, so the neck portion, while UV mapped to regular stuff and you can put in a neck skin, is Michael 4. Doh.

    I still have to paint a few skins and maybe add some morphs, but I'm pretty happy with the result, given yesterday I thought I'd never figure this out.

     

    I used one of my procedural shaders to fill in until I have something appropriate. Originally his neck was human skin, but the line between that and the tentacle shader was overly abrupt.

     

    Tentacle head.png
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    Post edited by Oso3D on
  • Oso3DOso3D Posts: 15,011

    Thinking of doing some sort of 'monster mash' with lots of weird body parts. Heh.

     

  • DiomedeDiomede Posts: 15,169

    Excellent start.  Very promising.  yes

     

    And now that I've finally wrangled Geograft, here's my second attempt.

    Poseable tentacle head. I didn't pay close attention, so the neck portion, while UV mapped to regular stuff and you can put in a neck skin, is Michael 4. Doh.

    I still have to paint a few skins and maybe add some morphs, but I'm pretty happy with the result, given yesterday I thought I'd never figure this out.

     

    I used one of my procedural shaders to fill in until I have something appropriate. Originally his neck was human skin, but the line between that and the tentacle shader was overly abrupt.

     

     

  • Oso3DOso3D Posts: 15,011

    Trying to figure out if I can change the UV set of the neck, because that's going to be a little limiting. And I REALLY don't feel like redoing the tentacle.

     

  • 3Diva3Diva Posts: 11,527

    And now that I've finally wrangled Geograft, here's my second attempt.

    Poseable tentacle head. I didn't pay close attention, so the neck portion, while UV mapped to regular stuff and you can put in a neck skin, is Michael 4. Doh.

    I still have to paint a few skins and maybe add some morphs, but I'm pretty happy with the result, given yesterday I thought I'd never figure this out.

     

    I used one of my procedural shaders to fill in until I have something appropriate. Originally his neck was human skin, but the line between that and the tentacle shader was overly abrupt.

     

    I...can never unsee that. *(crawls off to the corner and rocks)* :P

    Seriously creepy though. lol That would make a cool horror piece with some dark and gritty shaders or post work. 

  • Oso3DOso3D Posts: 15,011

    Well, at least one of my concepts I want to work on is a very cute alien dog, so hey. ;)

    Not all dark!

     

  • 3Diva3Diva Posts: 11,527

    Well, at least one of my concepts I want to work on is a very cute alien dog, so hey. ;)

    Not all dark!

     

    OH that sounds fun! I'm looking forward to seeing that! :D

  • Oso3DOso3D Posts: 15,011

    Other thoughts:

    I had these characters with hands for heads. And I debated doing it as a geograft... but the more I think about it, the more that just doesn't make a lot of sense compared with just being clever with an extra figure and hidden stuff. For one thing, if you hide a character and use a hand, you then have the ability to use canned poses, as well as morphs for the hand. It'll still be tricky to sort out the neck, but the same would be true with geograft.

    I ALSO have considered a centaur, but there are problems THERE, too. I could conceivably use a Daz Horse as the body, grafting at the pelvis/lower abdomen. If I did it right, I think the UV maps would be preserved and you could use other horse skins on the horse part, human skins on the human part.

    But... problems. Rigging would be a colossal PITA. I'd have to rerig the entire horse skeleton (or the entire human part). MAYBE I could copy rigging from a regular horse, but I'm not sure that would work. Morphs wouldn't work. And, at the end of the day, I'm pretty sure I'm not legally permitted to distribute such a thing, since it's basically copying bought content and distributing free, however modified.

    Again, easier to just superimpose human/horse and play games with transparencies.

     

    Some people mentioned lobster claws, so I may try that...

     

    My dream is to pull off a Khepri, from Perdido Street Station. Red skinned women with scarab beetles for heads. That's... wow. Technically challenging doesn't even begin to describe it -- posable legs, wings, carapace, etc.

    Someone's sketches of Khepri:

  • Oso3DOso3D Posts: 15,011

    And the crawler... crawls.

    Playing with textures reminds me of how absolutely undeveloped my freehand/painting skills are. Man. Just... ugh. Although now that I have the basics worked out, maybe I can play with it more in Photoshop and develop better detail.

    The big challenge is hammering out the blockiness. Seriously, this looks like it crawled out of an advanced form of Minecraft. Ugh. This is probably the least interesting/most work part of this. Then again, I have yet to touch rigging...

     

    Crawler2hd.png
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  • Oso3DOso3D Posts: 15,011

    Testing out textures. For the most part I find I still have to resort to a geoshell for many things, but I feel a little more confident in doing a whole body texture.

    Going to start with a simple repeating tile for now.

     

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  • Oso3DOso3D Posts: 15,011
    edited February 2017

    Another. This time I took the previous image's skin and adapted it to the whole figure, so no need of a geoshell.

    Basically a tiled skin pattern.

    Next I need to suck it up and actually paint a dedicated texture. Gulp

     

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    Post edited by Oso3D on
  • IceDragonArtIceDragonArt Posts: 12,548

    Another. This time I took the previous image's skin and adapted it to the whole figure, so no need of a geoshell.

    Basically a tiled skin pattern.

    Next I need to suck it up and actually paint a dedicated texture. Gulp

     

    That is coming along quite nicely.  And I love your alien crawler, he is rather cute!

  • 3Diva3Diva Posts: 11,527

    I'd love to check it out and click on the images, but I learned my lesson from yesterday. I had a really weird dream last night and I'm not at all convinced that your tentacle headed scary people didn't at least play a part in that. lol :P

  • Oso3DOso3D Posts: 15,011

    Heh. Ice: Thank you, I just need to deblockify him. And then I can start rigging and improving the texture.

     

  • Oso3DOso3D Posts: 15,011
    edited February 2017

    This one was surprisingly easy; I might just make a version for G2M and maybe G2F, as a result. (Though I still need to make a left arm).

    And this time I was more careful, and it uses M5 mapping.

    Interestingly, since it uses an existing body part and I didn't have to hide anything from influence, any morphs translate. Like in this case, the finger claws apply to the wobbly arm, too.

     

    Wobble arm.png
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    Post edited by Oso3D on
  • 3Diva3Diva Posts: 11,527

    This one was surprisingly easy; I might just make a version for G2M and maybe G2F, as a result. (Though I still need to make a left arm).

    And this time I was more careful, and it uses M5 mapping.

    Interestingly, since it uses an existing body part and I didn't have to hide anything from influence, any morphs translate. Like in this case, the finger claws apply to the wobbly arm, too.

     

    hahah That would make for interesting Mr Fantastic fan art. :P

    I'm liking the androgynous look of the character - what skin texture is that?

  • Oso3DOso3D Posts: 15,011

    Phillip (Michael 5).

    The androgynous look comes, I think, more from the fact it has no male or female dialed in.

     

  • Oso3DOso3D Posts: 15,011

    Here's a 3DL test. One of the upsides of 3DL and these geografts is that there are a bunch of really useful procedural-ish shaders around for 3DL.

    I'm going to try painting stuff, but at least for a lot of variety I'm going to punt to my free Iray shaders, because they can ignore a lot of the squirrelyness with UV mapping.

     

  • 3Diva3Diva Posts: 11,527

    Phillip (Michael 5).

    The androgynous look comes, I think, more from the fact it has no male or female dialed in.

     

    Cool, thank you. :)

  • Oso3DOso3D Posts: 15,011

    Aaaand forgot to link said picture of 3dl.

     

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  • IceDragonArtIceDragonArt Posts: 12,548

    I like that texture quite a bit. 

  • Oso3DOso3D Posts: 15,011
    edited February 2017

    I can't claim responsibility, that's the Bronze statue preset from Stonemason's excellent Dirt shaders for 3DL.

    It was one of my inspirations for attempting procedural shaders, because it just so wonderfully works with surfaces.

     

    Post edited by Oso3D on
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