Just a quick post, with a few notes. As you can tell by the test renders, I have quite a bit of work ahead of me to get all the artifacts out of the model. A lot of it is just model maintenance, tweaking control points so that the polygons deform properly with the bone structure. Some of it is aesthetic in nature, such as the torso shading or pelvis, which either render poorly or (by a quirk of control point placement) with a little too much "anatomical correctness".
A few notes about the pose sheet (I know its not a complete model sheet, so don't flame me about that):
(1) The outfit was originally all blue, but Marvel did the solid-blue outfit to death times four (well, 3.5, since Ben only kept his pants). Yellow makes it a more Wolverine color set, but there are only so many combinations of primary colors, okay? Also, yellow fits in with the back story.
(2) The face is a texture, but it is generated in a 3D program for animation. This makes it a two pass rendering process, but a quick one. I got this idea from my tour of the (now defunct) Disney Florida animation group. They showed us a preview of the (then) unreleased Mulan, and explained some of their tricks in the Caps animation system. If you keep the camera movements to a minimum, you can pull it off.
(3) The nose. Yes, it is part of the 3D model, constructed to look like a pen illustration. It hinges on a control bone, so it can be pushed to the side for the proper perspective, depending on the shot. Example: If you wanted to do a straight portrait, the nose would be angled out 10 to 15 degrees so that it would read properly. Again, a small amount of work for a better render.
(4) The boots and gloves are white. Yes, they look black, but black boots with black shading look, well, black. By making them white and giving them a really bizarre shading profile, they look black with specular highlights.
(5) Line weights. In a tip from the Scott McCloud books, the line weights surrounding the character is twice as thick as the detail lines. This doesn't make much difference here, but in scenes with a busy background it makes the character stand out. Scott has some other psycho-technical info, but it just looks good to me. (This is another two pass technique. That makes three passes so far. The final images will probably be around 5 or so. Let's hope they render quickly!)
Enough for today. Please hit me with comments. The more critique, the better!
Kelvin
Addendum May 7
Here are a few shots that show the issues and workarounds with the toon shader. (Yes, I know one knee is backwards in one shot, and the geometry of the chest is all askew. That's why they're outtakes.) The boots, shown here in closeup, had a white line on them for detail that didn't look very clean. A lot of the old DC and Marvel comics just had them black, since they couldn't do a lot of fancy stuff in the old four color system.
The image to the left is a standard render, showing the true colors of the gloves and boots, and all the ugly geometry. Also note that the nose color is off, since it is a truly flat piece of geometry and the face is curved, thus the shading difference. I thought a more casual pose would uncover some flaws in the model, and boy, was I right!
Finally, a standard shade in a a traditional pose. Note how exaggerated the geometry had to be to get it to read properly in a 2D render. This is not supposed to be the new Wonder Woman starring Dolly Parton. I'm still tweaking to get things to behave more consistently.
Also again note the nose shading, etc. I really like this pose. Its got a lot of the character's personality in it.
Okay, I'm done posting reject images from the morgue.
'night one and all.
Thursday, March 01, 2007
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4 comments:
I'm certainly no expert...but I like the look. Well done!
Of course, John Hodgeman is the only real expert.
For the boots, would it be too render-intensive to make them black + reflective, and have a self-illuminated white panel to the side of the camera?
Kind of like what one would do rendering a car to show off the glossy curves?
It's a neat solution.
Its not the render time, but the render method. The toon shader limits a lot of what you can do with reflections and specular highlights, etc. The white specular highlights on a black boot just didn't work right, so I tweaked the settings and found this bizarre setting using white as the base color and pushing the shading settings to their limit.
I'll try and dig up a copy of the original and post it for comparison.
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