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I seem to have reach a point of diminishing returns. Having made
another museum visit I got a clearer idea of these Bamana masks having
found many more examples than on my first trip. Still none happen to
resemble the relatively light brownish color of the photo which I come
cloer to here.
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Jim Charter wrote:
The ear looks improved, and the model as a whole is extremely tight.
Preferred the old background, though. I can with the new background
quite easily imagine an entire African scene with elephants waking
across a misty field. The old background wass less revealing, more "dark
continent", reminding me of some mysterious found object. From where had
it come? What was its purpose? An object without "background" from which
clues could only be obtained by study of the object itself.
The old texture appeared to be completely covered in tool marks. This
has been disastrously lost in this latest version. The scarring has been
diminished as well, and the "character" (parents always said, "it adds
character" when I was upset about scarring up one of my toys or shoes.)
given to the mask by the prominent scar on the nose has diminished along
with that scar.
-Shay
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Hey Jim, been admiring your masks. I have a difficult time seeing this as
wood and metal but I just like the appearance as being a bit mysterious
anyhow. That way I can imagine it being some sort of wood, stone, clay, or
metal.
I searched for such a mask and found, within two clicks on links, what looks
like the twin of yours here.
http://www.hamillgallery.com/BAMANA/BamanaMasks/BamanaMask14.html
The photo shows, what looks to me, like a dry, dusty wood with thin,
corroding metal (of unknown type) overlay. The wood and metal aren't
entirely distinguishable from each other except for the wood being lighter
in color, opposite of what you chose to do. Yours seems newer and oiled by
comparison. The modelling itself already looked right to me, even without
having seen the photo, but now it's even more obvious how well you recreated
the real thing.
BTW, makes me think of some kind of Roman helmet, so I found a photo of one
of those, too.
http://community.webshots.com/s/image4/9/95/98/57999598QUQzGF_ph.jpg
Bob H.
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Hughes, B. wrote:
> Hey Jim, been admiring your masks. I have a difficult time seeing this as
> wood and metal but I just like the appearance as being a bit mysterious
> anyhow. That way I can imagine it being some sort of wood, stone, clay, or
> metal.
>
> I searched for such a mask and found, within two clicks on links, what looks
> like the twin of yours here.
>
> http://www.hamillgallery.com/BAMANA/BamanaMasks/BamanaMask14.html
That's my boy! Actually it was example BamanaMask06 that I was looking
at more often, but I was only trying for a level of accuracy that would
encompass either of those sources.
>
> The photo shows, what looks to me, like a dry, dusty wood with thin,
> corroding metal (of unknown type) overlay. The wood and metal aren't
> entirely distinguishable from each other except for the wood being lighter
> in color, opposite of what you chose to do. Yours seems newer and oiled by
> comparison.
Yes exactly, it is that dry, dusty shine that I am finding so elusive.
And I was really hoping to get it. OTOH, the masks at the Met are all
very much darker and, in fact, have an oily sheen or dull lustre,
probably from either vegetable dyes or possibly the wood being of a dark
variety. One example has the deep black-reds of mahogany. Different
masks show that wood of radically different types is used. Some has the
broad grain of softwood, probably even kiln treated, some the dense
tangled grain of tropical hardwood. Yet in worn spots this dense wood
still has more of a "punky" appearance than the fibrous look I would
expect from a harder wood. The obvoius softwoods are still color almost
black though. There are more lighter, drier, weathered looking woods but
they are usually from Eastern Africa / Madagascar. The exhibits don't
say the type of wood. When I try to take this model in the darker
direction, it tends to look like a chocolate bunny. I still think a lot
has to do with the difficulty of getting a lot of crisp minutia on the
surface which would allow a high spec but would still matt things down.
When you average a lot of tectures you seem to get the molten feel. I
also tried converting to functions and adding or multiplying them but it
was indeterminate whether this improved things. I feel like I've thrown
everything but the kitchen sink at it including using finish maps with
mlpov. The crackle pattern with the form modifier that I am using to
get the vague sense of scalloping also has a finish map applied, with
the 'ridges' being higher spec lower roughness and the hollows lower
spec higher roughness. Whatever. I really thought that might also be
the key. The look of worn and burnished wood seems to be precisely that
the high parts look polished and the hollows, matt. Whatever.
The metal mask part could use a lot more attention, it's is almost an
afterthought, but I think I'll give the whole thing a rest for now. In
the photos it looks shiny. In NO museum exhibits does it look this way.
It lots very matt and colored of a piece with the wood. BTW of
possible interest to Wings users, the mesh for the metal mask was used
without any smoothing being applied on export. It is just the raw
"cage". The embossed bumps are in the geometry, their is no bump map used.
The modelling itself already looked right to me, even without
> having seen the photo, but now it's even more obvious how well you recreated
> the real thing.
Thank's. I still need to achieve a more crudely hacked at appearance.
Maybe this is obvious, maybe not, I came to the whole African Mask thing
precisely for the technical reason that that Hamill Gallery site has
dead-on front and profile axial views of the objects. With that kind of
reference you can model with a lot more confidence. That and that I
knew that I really am not good enough yet to do realistic human faces
and I thought the slightly crude, exaggerated forms of the masks would
provide a laboratory for learning mesh modelling. Also a longtime
fascination with how maskmakers use materials. Tactility, as I have
often trumpeted on these groups. Now I am interested in the
anthromorphism, the projection of sentience, which obviously connects
with a lot of cg and other issues.
>
> BTW, makes me think of some kind of Roman helmet, so I found a photo of one
> of those, too.
>
I hurry through those parts of the museum lest I get sucked in ;)
But yeah, I need to teeeeear myself away from this particular model.
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Shay wrote:
> Preferred the old background, though. I can with the new background
> quite easily imagine an entire African scene with elephants waking
> across a misty field.
Both versions are simply intended to be artificial. I can go either
way. The darker version gives you only the highlighted areas of the
model sort of looming in the murk; the ligher version shows up the
darkened profile of the shaded part of the model also. Makes it more of
an artifact. I can go either way. I do like the expressive potential
of murk.
There is the potential for real tromp l'oeil when the shaded profile is
missing. In my youth I worked in the headworks of a gold mine quite far
north. It was a night shift job and I would stare out over the dark
tundra, caught in an internal loop of thoughts about how it was
basically trackless waste until you get to Russia,... until I'd spook
myself out. Then I would turn and there was this particular gear case
that was sort of a soft egg shape, like a human head. A steep, raking
light would fall across some dust patterns on it, and I tell ya, I'd
jump right out of my wellingtons.
If I may add, I think the angle of the light source is also significant.
The steeper angle in the first example casting deep shadows on the
upper lips and cheeks also gave the mask a certain mystery or even
psychic presence. A cheap effect, but one that always seems to work.
>
> The old texture appeared to be completely covered in tool marks. This
> has been disastrously lost in this latest version.
LOL! You know how to hurt a guy. It was precisely those tool marks,
especially the scalloping from a shallow gouge or draw-knife, that I was
trying to get! In the previous version I intersected widely scaled
dents patterns with extreme variations on the poly_wave to get that
effect. In this version I tried spotted, radial, spiral, cosines (Jaime
uses cosines for his water far as I can tell),...I had some better
success with intersecting gradients but I finally returned to the trusty
crackle pattern modified with form <1,.3,0>. In the museum there are
some surfaces that look more like POV crackle than they do like carved
surfaces. So in theory it should work. I think the problem might be
that I was trying for the extreme shallowness of the tool marks in the
photo reference rather than something deeper and more obvious.
I theory, I should also have improved on the random surface marking with
some varied but classic use of the dents pattern. The finer texture
effects you are seeing in the earlier version is mostly a dense wood
pattern, with quite a lot of turbulence, faintly averaged into the
overall normal.
Oh well, life in the lower strata. ;) Thanks for keeping me honest.
I was up until maybe five this morning, Poving of course, then was
wakened by a call from a temping agency around 9:30. Fish the turtles
out of the bath tub, wash and on with the interview suit, down there by
10:30 only to be told that the recruiter had made a 'mistake' calling me
in. I think I was being told that they'd really meant to loose my
resume but this newbie didn't know that.
It's a brand new day :)
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