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"FrogRay" <nomail@nomail> wrote:
> "Thomas de Groot" <t.d### [at] inter nlDOTnet> wrote:
(...)
> > Daz says somewhere that the figures for Daz Studio (Michael, Victoria) are
> > scanned from real life models.
> >
> > Thomas
>
> That would explain a lot!
> My next question was going to be - how did they actually create the models?
> For me, I think it's back to mesh modelling.
> I will give PovPerson and MakeHuman a try though
I've been mesh modelling humans too, in Wings3d. Your post inspired me to
post about my progress in p.b.images. I have found fiddling with the mesh
quite enjoyable! I think rigging it for different poses will be a
challenge, though. If you do go the mesh route I'd be curious to know how
you do that.
Good luck!
-Stefan
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> I've been mesh modelling humans too, in Wings3d. Your post inspired me to
> post about my progress in p.b.images. I have found fiddling with the mesh
> quite enjoyable! I think rigging it for different poses will be a
> challenge, though. If you do go the mesh route I'd be curious to know how
> you do that.
>
> Good luck!
>
> -Stefan
I did have a (quick) look at Wings3D a few weeks back but with so many tools
to look at, it didn't get a fair chance. It would be interesting to have
another look at Wings3D and compare the mesh modelling tool against the one
I'm using in AOI. Manipulating meshes is fun, but it can be quite tedious
at times too.
As for manipulating, or "posing", the figures after the mesh is
created...this is something I'm just starting to look at. I don't know
what Wings3D has but AOI lets you create a skeleton out of bones and then
bind the mesh to the skeleton. As the bones are moved about, the points on
the mesh will move in relation to the bones. You can also attach weights to
the bindings as well to determine how closely the mesh points follow the
bone positions.
One final note: I have been playing with DAZ studio and using PoseRay to
create objs that AOI can read (it(AOI) doesn't seem to like the DAZ output,
but that could be the options I choose). The meshes that define the human
figures are very, very detailed. i.e. There are more points in a
DAZ-person's leg than there are on an entire figure that I created myself.
I think that their meshes were created with 3D-scanners rather than
hand-manipulation.
It's nice to know that I'm not the only pov-person trying to create people
'by hand'.
BTW: To those that don't know AOI, it has its own built-in raytracer. It's
quite interesting to generate an image in AOI - export it to POV and then
see the difference in the way lighting, textures, etc are rendered.
AOI is open source and lives at http://www.artofillusion.org/
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> It's nice to know that I'm not the only pov-person trying to create people
> 'by hand'.
If you eager to create meshes in such a way , and you have tons of
Gygabytes and fast CPU :) on your workstation just turn you r sight to the
3d sculptural tools such a ZBrush , MudBox and probably Hexagon. I think
there are another splendid tools, but ZBrush is of my choice , especially
for organic modelling and detailing. More importantly, there is a lot of
information ana tutors about work flow and features, see
Home - http://www.pixologic.com/zbrush/home/home.php
http://206.145.80.239/zbc/index.php
http://www.zbrush.info/site/index.php/ZBrushInfo_Home
Don't be freigtened with the commercial version of ZBrush. Google and
Rapidshare always can help you to find some free stuff, just search ;)
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