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Author   Topic : "Fruity 3D head..."
blup
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Joined: 27 Jan 2000
Posts: 52
Location: Brisbane, Queensland, Australia

PostPosted: Thu Feb 22, 2001 1:11 am     Reply with quote
Here's a lil psychedelic rendering+painting I did a while ago using MAX and photoshop. Lots of fun and all that.



Also included below are steps in the process of modelling the head.

The basic technique of modelling the head involves creating a low poly mesh to be smoothed out using NURMS.

The eyes and the surrounding areas were done first.



Then the mouth



Then the nose and lower half of the face.



The skull and neck were next.



A lot of tweaking around the lips and overall shape of the head was carried out.



Added the ears


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Blup.Acid Productions
www.acid.org
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blup
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Joined: 27 Jan 2000
Posts: 52
Location: Brisbane, Queensland, Australia

PostPosted: Thu Feb 22, 2001 1:13 am     Reply with quote
And to add one more pic, this is an early texture test.

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Joachim
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Joined: 18 Jan 2000
Posts: 1332
Location: Norway

PostPosted: Thu Feb 22, 2001 2:25 am     Reply with quote

very cool

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www.JoachimArt.com
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Psionic
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Joined: 09 Sep 2000
Posts: 414
Location: UK

PostPosted: Thu Feb 22, 2001 2:58 am     Reply with quote
You make it look so easy I spent about 12 hours solid on my first face and it still looked crap, heh heh, cool work m8 and thanks for showing the process!!

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Psionic: Digital Artwork and Forums
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blup
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Joined: 27 Jan 2000
Posts: 52
Location: Brisbane, Queensland, Australia

PostPosted: Thu Feb 22, 2001 4:34 am     Reply with quote
Thanks for the props guys.

I spent about a week on the whole thing. If it was strictly a low poly head, it would have taken an afternoon or so, but anywhow. I based the technique for creating it from a very good head modelling tutorial contained within Inside Lightwave 6. Even though the tute was written specifically for LW6, the techniques contained within are applicable in MAX, or just about anything else. Grab a copy of the book if you can.

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Rhomb
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Joined: 30 Oct 2000
Posts: 286
Location: Finland

PostPosted: Thu Feb 22, 2001 4:51 am     Reply with quote
Looks really good. The eyes are very nice, although I think they should be a little more glossy.

-Ville
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Spring
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Joined: 26 Jan 2001
Posts: 51
Location: Aurora, CO, USA

PostPosted: Thu Feb 22, 2001 3:22 pm     Reply with quote
You know that blue color makes it look like the fish lady from X men.... I know her name, but I can't spell it today/
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Matt Ryan
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Joined: 26 Sep 2000
Posts: 194
Location: Fullerton CA USA

PostPosted: Thu Feb 22, 2001 4:26 pm     Reply with quote
very very nice. i am trying to learn patches right now, have this huge max 2.5 book, and i hope to learn NURBS soon after. Great jod on the texturing. where did you learn the technique for mapping like that, i just cant fiigure out how to unwrap a mesh and correctly apply a map. If you know of any good tuts for mapping, i would be very thankful.

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happiness is not a destination, it is a way of traveling
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blup
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Joined: 27 Jan 2000
Posts: 52
Location: Brisbane, Queensland, Australia

PostPosted: Fri Feb 23, 2001 5:43 pm     Reply with quote
That's great! do give all the modelling types a whirl so you can find what suits you. I prefer polys + nurms for organics and nurbs for mechanical objects.

I didn't learn mapping from any particular source so i don't have any tutes to direct you to, but i'll explain how i go about it.

First of all, grab a plugin called Texporter which will unwrap your mesh according to its uvw mapping co-ordinates to an image. Grab it from http://www.cuneytozdas.com Once you've exported your mesh as an image using textporter, you can use it as a template to paint your textures as necessary.

My head is composed of two different textures, one for the base skin and another for the lips. The lip texture is layered over using the composite material.

Anyway, here's the process. I applied cylindrical uvw co-ords for the head and planar uvw co-ords for the lips. I gave them uvw map channel numbers of 1 and 2 respectively to separate them when applying the composite material. Once done, I exported the unwrapped mesh to an image using textporter. Painted whatever i needed. With the lips, I also painted a mask for the opacity level so that when it's composited upon the base texture only the lips are layered over. And that's done.

I know it's a bit vague in description, but in general that's how I mapped the head.
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synj
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Joined: 02 Apr 2000
Posts: 1483
Location: San Diego

PostPosted: Fri Feb 23, 2001 7:50 pm     Reply with quote
ahaha that guy looks like a big fag

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synj industries, inc.
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Darklighter
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Joined: 21 Feb 2001
Posts: 223
Location: L.A,CA

PostPosted: Sat Feb 24, 2001 12:22 am     Reply with quote
lol, syni, i'm sure blup appreciates ur constructive criticism....

very nice blup, looked like surface tools at first to me.... and yeah, he kinda looks like he has makeup on, but it's only an early texture test, so it's cool.... nice proportions too, let us see the finished texture when u're done....
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blup
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Joined: 27 Jan 2000
Posts: 52
Location: Brisbane, Queensland, Australia

PostPosted: Sat Feb 24, 2001 2:00 am     Reply with quote
Synj: You're charming as usual. hehe. It's actualy a self-sculpture.. haha

Darklighter: er, the first image has the final textures on it, purple blush around the eyes and eyebrows were added. In my experience, surface tools is an extremely nasty way of modelling, just too much pain goes into getting all those vertices welded together appropriately. heh. My first head was done in ST, and that's where I'm leaving it at. hehe
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AuleArt
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Joined: 23 Feb 2001
Posts: 2
Location: Singapore

PostPosted: Sat Feb 24, 2001 3:11 am     Reply with quote
hum...how i wish i know 3DSmax
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mantis
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Joined: 03 Jun 2000
Posts: 359
Location: NJ/USA

PostPosted: Sat Feb 24, 2001 6:37 am     Reply with quote
If you kept the head with a blue color it has an uncanny similarity to the members of "the blue man group". You know the folks on the PIII commercials.
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blup
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Joined: 27 Jan 2000
Posts: 52
Location: Brisbane, Queensland, Australia

PostPosted: Sat Feb 24, 2001 3:10 pm     Reply with quote
heh, If i added a fat beret and kept the skin blue. I'd have a human smurf.
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Darklighter
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Joined: 21 Feb 2001
Posts: 223
Location: L.A,CA

PostPosted: Sat Feb 24, 2001 6:31 pm     Reply with quote
oh yeah? i personally prefer surface tools for most organic models, but that's just preference.... been working on this head on and off for a while, i should really get around to finishing it....

it's gonna be a dark elf someday....

anyway, nice pic, kinda reminds me of a psychadelic billy corgan from smashing pumpkins =) maybe desaturate the purple lips just a bit, but nice either way....

[This message has been edited by Darklighter (edited February 24, 2001).]
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-- Transcendent --
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Joined: 12 Nov 2000
Posts: 251
Location: Somewhere, Sometime, Somehow

PostPosted: Sun Feb 25, 2001 4:00 am     Reply with quote
The head's modelling is top notch. You should really give the head a ... better backdrop !

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Enayla
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Joined: 26 Nov 2000
Posts: 1217
Location: Sweden

PostPosted: Sun Feb 25, 2001 5:49 am     Reply with quote
I honestly think it's supposed to look like he's wearing makeup.

The headline "Fruity 3D head" made me expect something of the sort.

Anyway, I usually don't like 3D renderings because they have a tendency to look so... generic. This one is very original though. I like it

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��.if the world didn't suck we would all fall off.��
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