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Built entirely in Moray, which is...probably not the way to go, but it's
what I'm familiar with. As I've been working, I've been thinking of a
number of features the next version of Moray (ha ha) could use that'd
make mesh editing an order of magnitude or so smoother, but wishful
thinking etc.
Lot of tuning/refinement to go before I'll be satisfied with it enough
to consider trying to figure out how to best go about rigging it for
posing in another program, or what.
--
Tim Cook
http://empyrean.sjcook.com
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Attachments:
Download '2014-09-28 mermaid.png' (101 KB)
Preview of image '2014-09-28 mermaid.png'
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On 29/09/2014 00:14, Tim Cook wrote:
> Built entirely in Moray, which is...probably not the way to go, but it's
> what I'm familiar with. As I've been working, I've been thinking of a
> number of features the next version of Moray (ha ha) could use that'd
> make mesh editing an order of magnitude or so smoother, but wishful
> thinking etc.
>
> Lot of tuning/refinement to go before I'll be satisfied with it enough
> to consider trying to figure out how to best go about rigging it for
> posing in another program, or what.
>
That is impressive built in Moray. How is she made?
Don't hold your breath for the next Moray version.
But there is news that Bishop3D is to be resurrected and the old version
is now Freeware. It works with Pov 3.6 out of the box and with a couple
of tweaks, Pov 3.7
--
Regards
Stephen
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On 2014-09-28 19:03, Stephen wrote:
> That is impressive built in Moray. How is she made?
Started out with a cube, split down the middle and deleted one half,
then made a duplicate mesh for the other side, then split a few times
across face and side planes so'd have edge-loops to work with. Extruded
top and bottom in stages, lining up major divisions with front and side
views I'd drawn previously. Didn't add arms and head until had the
general form down. Think I had cross-sectionals in a few places in an
early stage, too, when I was getting general form laid out.
Head is an overlaid Final Fantasy character's face-mesh since I was
making an absolute mess on my own (added each vertex manually to my
model, since can't merge un-subdivided meshes in Moray).
Arms are still very rudimentary blobbish forms, just fit to the top and
front silhouettes.
--
Tim Cook
http://empyrean.sjcook.com
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Looking good so far. Would recommend Wings3D or Blender for modeling though.
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On 29-9-2014 1:14, Tim Cook wrote:
> Built entirely in Moray, which is...probably not the way to go, but it's
> what I'm familiar with.
Impressive that you achieved this in Moray. As Jhu mentioned, I would
have attempted this in Wings or Blender, or - in my case - Silo.
Animation would be the next logical step. Any thoughts about that?
Thomas
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On 2014-09-29 02:17, Thomas de Groot wrote:
> Animation would be the next logical step. Any thoughts about that?
I'd like to get the model rigged and posable when it's adequately done,
but that necessitates getting a nicely-flowing topology that will hold
up to animation (the tail started out as a simply-extruded shape, which
I've started reworking so that the edges follow the musculature)...and
learning how to set up rigging.
--
Tim Cook
http://empyrean.sjcook.com
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Further progress on my mermaid mesh, dubbed off a copy and rearranged it
some to be posed to show what it could end up being able to do.
--
Tim Cook
http://empyrean.sjcook.com
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Attachments:
Download '2014-10-06 mermaid 1.png' (388 KB)
Preview of image '2014-10-06 mermaid 1.png'
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Tim Cook <z99### [at] gmailcom> wrote:
> Further progress on my mermaid mesh, dubbed off a copy and rearranged it
> some to be posed to show what it could end up being able to do.
>
> --
> Tim Cook
> http://empyrean.sjcook.com
This is looking really good, I like the composition and lighting of the scene.
The hair needs a bit of work still although I guess it would be wet so maybe is
not too far off.
Sean
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Tim Cook <z99### [at] gmailcom> wrote:
> Further progress on my mermaid mesh, dubbed off a copy and rearranged it
> some to be posed to show what it could end up being able to do.
>
> --
> Tim Cook
> http://empyrean.sjcook.com
I like that angle a lot better than the original model!
The placement of the fins just seemed ... a bit odd to me, especially the dorsal
fin. I'd be tempted to see how that looks if it were moved up nearer to between
the shoulder blades.
Maybe the ventral fins would be better suited placed mid-"thigh"?
Looking very cool in any event, and it ought to look amazing once some scales
are added, if the fish texture is what you're going for rather than the
dolphin/porpoise route.
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On 6-10-2014 23:10, Bald Eagle wrote:
> Tim Cook <z99### [at] gmailcom> wrote:
>> Further progress on my mermaid mesh, dubbed off a copy and rearranged it
>> some to be posed to show what it could end up being able to do.
>>
>> --
>> Tim Cook
>> http://empyrean.sjcook.com
>
> I like that angle a lot better than the original model!
>
> The placement of the fins just seemed ... a bit odd to me, especially the dorsal
> fin. I'd be tempted to see how that looks if it were moved up nearer to between
> the shoulder blades.
> Maybe the ventral fins would be better suited placed mid-"thigh"?
My problem with the current placing is that as far as I know there is no
muscle there that could move the fin. Somewhat higher up one might use a
modified abdominal muscle.
I think if you make a vertebrate it should conform to the body plan of
vertebrates or at least be physiological plausible. That is why I am a
fan of Terryl Whitlatch (and not only because of the extra 'l' at the
end of her first name).
> Looking very cool in any event, and it ought to look amazing once some scales
> are added, if the fish texture is what you're going for rather than the
> dolphin/porpoise route.
The tail indicates that this is definitely not a fish, but a landanimal
readapted to the seas.
Another mild criticism is that she will be the last of the line.
--
Everytime the IT department forbids something that a researcher deems
necessary for her work there will be another hole in the firewall.
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