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There is more wrong with this than right, but I wanted to show the
direction I have being working in. This actually started as an entry
for "future" but has turned into a more measured project to teach myself
organic modelling, texturing, hair generation etc. It's going to take a
while to get something really showable.
No sss in place yet.
Modelled in Wings
Lighting by Jaime
Bumpmaps and image maps generated in PS
Uvmapped in uvmapper
Post a reply to this message
Attachments:
Download '90.jpg' (44 KB)
Preview of image '90.jpg'

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Photo Shop or Paint Shop?
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Apache wrote:
> Photo Shop or Paint Shop?
>
>
sorry, Photoshop 7
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Breathtaking, 'cept the hair just isn't right for an actual silverback....
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"Jim Charter" <jrc### [at] msn com> wrote in message
news:400485b8@news.povray.org...
Jim, that is just fantastic! I love it! I can see where you were
coming from ref the IRTC, but you know, I can't wait for the day that
3D artists can actually get to the point when they can use their
artistic abilities quickly, not slowly. One day, eh?
Steve
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Greg M. Johnson wrote:
>
> Breathtaking, 'cept the hair just isn't right for an actual
> silverback....
Well, maybe not a silverback gorilla, but one could easily
hypothesize an isolate group of hominids that survived.
Regards,
John
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"Greg M. Johnson" <gregj;-)565### [at] aol com> wrote in message
news:4004a73b$1@news.povray.org...
> Breathtaking, 'cept the hair just isn't right for an actual silverback....
Judging by the ears and the shape of the back of the head I would rather say
it's a chimpanze ^___^
Nonetheless very good job!
Jean-luc bombarding a sphere with 10 000 photons and not even trialed for it
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Greg M. Johnson wrote:
> Breathtaking, 'cept the hair just isn't right for an actual silverback....
>
>
Yes you are right. It is actually based on a chimp and the hair should
be black, and the skin a kind of dirty pumpkin yellow. But as I was
experimenting with the hair effect I kept picturing a human.
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John VanSickle wrote:
>
> Well, maybe not a silverback gorilla, but one could easily
> hypothesize an isolate group of hominids that survived.
>
Yes, that was the sort of ambiguity I was origially thinking of. I had
intended to display the hominid along with a quote from my daughter:
"You mean in a million years, when they find my bones, they'll think I
look like a monkey?"
BTW I know you are working on a mesh modeller. I am generating the hair
direction in POV by tracing splines along the surface of the figure. In
this picture I used the trace function. In my next try I want to use
the fact that Wings allows you to assign materials to individual polys.
So when I export to .obj, I can use this to parse out a hand drawn
sequence of vertices and their normals. It would be easier to be able
to merely export selected vertices and their normals to a text file,
then POV it from there.
-Jim
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Jean-luc Songa Butera wrote:
> Judging by the ears and the shape of the back of the head I would rather say
> it's a chimpanze ^___^
Obviously you know your primates. I was working from a fairly lousy b/w
photo (of a chimp) that I found on the web, but I finally went to a
second hand bookstore to see if I could find some better pictures.
Particularily of the eyes and skin color. Anyway I found a nice little
picture book featuring chimps, baboons, and gorillas mostly. So I am
learning to discriminate.
-Jim
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St. wrote:
>
> Jim, that is just fantastic! I love it!
Thanks!
I can see where you were
> coming from ref the IRTC, but you know, I can't wait for the day that
> 3D artists can actually get to the point when they can use their
> artistic abilities quickly, not slowly. One day, eh?
>
Yes you have to consolidate a lot of skills and energy, and the IRTC bar
is pretty high now. I always liked Jaimes observation that he attempts
only what he can realistically accomplish.
-Jim
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Okay, perhaps I wrongly assumed "silverback" meant "old monkey."
But the hair doesn't look like that on an old monkey. Perhaps it needs
specular.
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Greg M. Johnson wrote:
> Okay, perhaps I wrongly assumed "silverback" meant "old monkey."
>
> But the hair doesn't look like that on an old monkey. Perhaps it needs
> specular.
>
>
Now that I have a book to look at, the hair seems to vary a lot, even
between individuals in a species. The source photo I was using did seem
to show pretty scraggy hair, which I took to mean "old" also. Other
chimps have more tuffed hair, in others its softer, more aligned in
waves. None look quite as wiry as in my picture though.
I was trying to get a wavy effect by distorting the hairs based on a
smooth pattern like bozo. But it didn't work as expected. I think I
may be amplifying the distortion to much. Indeed, I added reflection,
but left the specular at default, it was late.
I adopted your three-sided, segmented mesh technique to build the hair.
But I based each hair individually on a spline. This alllows me to
start with a specific root point, and a spedific end point. Some
splines just behave in a wacky way though. That is the main reason that
the segmenting sometimes shows. Hopefully on my next pass I can improve
all this. It's a slow process because I try to move forward on each
problem in turn. Refine the modelling. Then the uv texture mapping,
then the hair generation, then the lighting vs finish, then the eyes,
etc. I am also hoping to integrate your hair macros in the process also.
-Jim
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Jim Charter wrote:
> Apache wrote:
>
>> Photo Shop or Paint Shop?
>>
>>
> sorry, Photoshop 7
And though it goes without saying, I should also credit Poseray for the
conversion to POV format
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With Wings3D, eh? I've been fiddling around with that modeller lately as
well, simply because I want to get some experience on modelling. Won't go
very far professionally if I don't do some mesh-modelling and just stick to
POV-Ray's CSG and script-based meshes. Not that I really want to become a
pro in that area, but you never know...
Anyway, do you have any good links where they explain a little about
modelling? This model looks awesome compared to what I'm fiddling around
with, but so far, I couldn't find any good tutorials explaining some basics,
but maybe I've used the wrong keywords...
Regards,
Tim
PS: Attached one of my first feeble attempts. :-)
--
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>
Email: tim.nikias (@) nolights.de
Post a reply to this message
Attachments:
Download '1stship.jpg' (50 KB)
Preview of image '1stship.jpg'

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On Wed, 14 Jan 2004 02:20:30 -0000, "St." <dot### [at] dot com> wrote:
> Jim, that is just fantastic! I love it!
So do I.
Regards
Stephen
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>POV-Ray's CSG and script-based meshes. Not that I really want to become a
>pro in that area, but you never know...
Everything can't be done in POV-Ray SDL, even not if you're only doing it
for fun ;) But POV-Ray + Wings3d is an excellent combination.
Anyway, I don't think I can ever start using a combination of 3d programs
where I can't use #while and #declare, it bothers me just thinking about
it! :)
>Anyway, do you have any good links where they explain a little about
>modelling? This model looks awesome compared to what I'm fiddling around
>with, but so far, I couldn't find any good tutorials explaining some basics,
>but maybe I've used the wrong keywords...
Try to look around in the Wings3D forum ( you find it at
http://www.wings3d.com ), there's a lot of nice tips and tricks to pick up
there.
But I belive the best method is just to play around and model a lot.
>PS: Attached one of my first feeble attempts. :-)
Nice, much better than my first.
-Peter
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> Try to look around in the Wings3D forum ( you find it at
> http://www.wings3d.com ), there's a lot of nice tips and tricks to pick up
> there.
Thanks, I'll have a look there.
> But I belive the best method is just to play around and model a lot.
Experience is everything, right-on about that.
> >PS: Attached one of my first feeble attempts. :-)
> Nice, much better than my first.
Thanks! Had a technical advisor (my younger brother), he uses some Maya PLE,
but since I don't have the money to buy Maya, I'd give Freeware a go and
look into commercial programms later.
Regards,
Tim
--
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>
Email: tim.nikias (@) nolights.de
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Jim Charter wrote:
>I always liked Jaimes observation that he attempts
> only what he can realistically accomplish.
If I lived by that rule, I'd just sit and look at pictures -- well,
maybe an occasional sphere & checkered plane.
Fantastic image, BTW
Dave Matthews
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"Tim Nikias v2.0" <tim.nikias (@) nolights.de> a écrit dans le message de
news:400501d7@news.povray.org...
> Anyway, do you have any good links where they explain a little about
> modelling? This model looks awesome compared to what I'm fiddling around
> with, but so far, I couldn't find any good tutorials explaining some
basics,
> but maybe I've used the wrong keywords...
IIRC, Jim has a formal art training and is an accomplished traditional
painter (see his website), which is a great advantage in 3D from what I've
seen from other traditional media artists who turned to 3D.
Did you do the "dog house" tutorial in the Wings3d manual? It probably
taught me most of what I had to know about modelling in Wings.
G.
--
**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters
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Jim Charter wrote:
>Greg M. Johnson wrote:
>> But the hair doesn't look like that on an old monkey.
>> Perhaps it needs specular.
>>
>>
>
> I adopted your three-sided, segmented mesh
> technique to build the hair.
>
While I have put a mesh macro out there, but I'm too much of a realist not
to believe you're made a misattribution.
Greg M. Johnson.
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Tim Nikias v2.0 wrote:
> With Wings3D, eh? I've been fiddling around with that modeller lately as
> well, simply because I want to get some experience on modelling. Won't go
> very far professionally if I don't do some mesh-modelling and just stick to
> POV-Ray's CSG and script-based meshes. Not that I really want to become a
> pro in that area, but you never know...
Cool. Well obviously some people have worked hard to put mesh support
in POV. So why not model mesh and render in POV? Modellers used to be
expensive and hard to find but not so anymore. Seems they are
everywhere now. They must be teaching how to do that in Computer
Science school these days. Actually I also find the idea of doing still
life with csg and procedural textures also very compelling. But when
Wings came on the scene I was getting into some complicated transparent
textures which took a long time to render and often crashed my machine.
Modelling in Wings was faster and didn't crash as much and I have a long
time interest in the figure art tradition anyway. It is fascinating how
the world of commercial illustration has completely coopted that
tradition and now with computer animation is having its day in the sun.
Its presence is hard to ignore and while some amateurs are taking some
interesting directions, the whole hobbiest thing seems to be basically
riffing on the directions the commercial world takes.
>
> Anyway, do you have any good links where they explain a little about
> modelling?
The tutorials thread on the Wings forums is a good starting point.
http://pub161.ezboard.com/fnendowingsmiraifrm7
Let me emphasize 'starting point' not 'end point'. I used to go there
with no purpose in particular except that I wanted to study modelling
and I'd start linking around. I found it at least as effective as
google searching
There is a modelling forum at CGTalk
http://www.cgtalk.com/forumdisplay.php?s=614386f96e8a33186aeee9460ae3f376&forumid=25
also a Wings / Blender forum there that has a couple of "tutorials" threads
http://www.cgtalk.com/forumdisplay.php?s=614386f96e8a33186aeee9460ae3f376&forumid=83&pagenumber=1&sortfield=lastpost&sortorder=desc&daysprune=100&x=10&y=14
I found the boards at CGTalk to be pretty lively and the talent that
shows up for their "challenges" looks pretty good to me. There is a
moderator over there, Leigh van der Byl
http://leigh.cgcommunity.com/
who's a lot of fun. Wears body jewellery and gets the boys all stirred
up. She's a poly-by-poly modeller by comparison
There is also a Wings forum at Renderosity
http://www.renderosity.com/forums.ez?Form.sess_id=3655170&Form.sess_key=1062811609
As far as actual tutorials, I am very stingy with my time I guess. I
only really studied this tutorial. Wiro contributes to CGTalk also.
This tut gives you a pretty coherent set of mechanics and also keeps in
site the higher purpose of creating form. But again, my specific
interest is in organic subjects.
http://www.secondreality.ch/tutorials/modelling/head.html
Famously there is this link:
http://cube.phlatt.net/forums/spiraloid/index.php
It's not just that Bay Raitt shows up. It's also that it tries to treat
modelling, or what they call "digital sculpting" as a study in itself.
And further, what they mean by it is what is commonly called "box
modelling" which is to start with a primative, usually a "box" and
selectively cut the faces to create your shape, always keeping the major
volumes in mind. This technique resonates with me because it seems
related to classical drawing techniques that I've always studied and
admired. ( Find the major plane break, then the secondary plane breaks
and so on ). This technique is championed by Raitt (along with some talk
about "edge loops" which I still don't get), and is a technique that
Wings is particularily adapted for. Wings, as you know, must always
produce closed, volumetric meshes with no open edged polys. Wings'
fairly stripped down tool set is oriented to face cutting and extruding.
Further more Wings is written to resemble Mirai, a tool that as I
understand it, Raitt has some involvement with developing. I have even
seen him show up on the Wings boards and offer Bjorn some encouragement.
So Wings does seem to have some congruence with the commercial world.
>
> PS: Attached one of my first feeble attempts. :-)
>
>
I remember seeing that tutorial I think ;) Nice job.
If you keep it up, I think there is only good news for you. I have
found that I have progressed even though I took a long hiatus from it
back when I was writing my little irtc 'reviews'. When I tried
modelling figures for Gena's Capriccio project I sort of hit a wall.
But I'm seeing some gradual prgress. You will too.
-Jim
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"Jim Charter" <jrc### [at] msn com> wrote in message
news:4004b17d$1@news.povray.org...
> Greg M. Johnson wrote:
> > Breathtaking, 'cept the hair just isn't right for an actual
silverback....
> Yes you are right. It is actually based on a chimp and the hair should
> be black, and the skin a kind of dirty pumpkin yellow.
Actually only old chimpanzee have that dirty pumpkin yellow colored skin.
Youg ones tend to have a pink purple orange thing going on ^___^
But humans too tend to have a dirty pumpkin yellow color after a good case
of lever problems ^___^
Jean-luc: Well, yes I know but are you sure that thing was nuclear?
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"Jim Charter" <jrc### [at] msn com> wrote in message
news:4004b556$1@news.povray.org...
> Jean-luc Songa Butera wrote:
> > Judging by the ears and the shape of the back of the head I would rather
say
> > it's a chimpanze ^___^
> Obviously you know your primates.
After so many years watching myself in the mirror I cas safely say that I
have a good eye for spotting them ^___^
> I was working from a fairly lousy b/w
> photo (of a chimp) that I found on the web, but I finally went to a
> second hand bookstore to see if I could find some better pictures.
> Particularily of the eyes and skin color. Anyway I found a nice little
> picture book featuring chimps, baboons, and gorillas mostly. So I am
> learning to discriminate.
Or use the old recycling trick:
Take a human head mesh
Move forward the lower part of its face
Widen the back of the jaw bone
Smash its nose up into its skull
Compress the back of its skull to lose 60% of its volume
and... You should have something in the line of a primate mesh.
Side note: Do NEVER do that to a real human model, it seems that there are
laws that forbit it ^___^
Jean-luc: I didn't know that the big red button was to destroy everything!
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gregjohn wrote:
> Jim Charter wrote:
>
>
>>Greg M. Johnson wrote:
>>
>>>But the hair doesn't look like that on an old monkey.
>>>Perhaps it needs specular.
>>>
>>>
>>
>>I adopted your three-sided, segmented mesh
>>technique to build the hair.
>>
>
>
> While I have put a mesh macro out there, but I'm too much of a realist not
> to believe you're made a misattribution.
>
>
> Greg M. Johnson.
>
>
Oops, it was Doug Eichenburg. Thanks Greg, sorry Doug.
You're both young guys, super technicians doing edgy stuff and live
somewhere in that upstate direction.
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"Jim Charter" <jrc### [at] msn com> wrote in message
news:400485b8@news.povray.org...
> There is more wrong with this than right,
Ummm... Yeah, whatever... ;-)
Amazing work, Jim! This is breath-taking, in my opinion.
I would like to hear more elaboration on how you did the hair, and how CPU
and memory intensive it was, etc., if you wouldn't mind.
--
Jeremy
www.beantoad.com
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> Did you do the "dog house" tutorial in the Wings3d manual? It probably
> taught me most of what I had to know about modelling in Wings.
Nope, didn't, but now I'll do it once I get the time, if you say it's
useful, it should be... Just today I attempted (and failed) at a head, but I
wasn't expecting much. It was merely gathering experience with the handling
and all, though the result doesn't look too bad (but not really good either
:-).
Regards,
Tim
--
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>
Email: tim.nikias (@) nolights.de
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"Gilles Tran" <tra### [at] inapg inra fr> wrote in message
news:40054c73@news.povray.org...
> Did you do the "dog house" tutorial in the Wings3d manual? It probably
> taught me most of what I had to know about modelling in Wings.
>
Thanks for the nudge, Giles. That's high praise, coming from you.
Rich
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In article <4004ab32$1@news.povray.org>, bs1### [at] skynet be
says...
> "Greg M. Johnson" <gregj;-)565### [at] aol com> wrote in message
> news:4004a73b$1@news.povray.org...
> > Breathtaking, 'cept the hair just isn't right for an actual silverback....
>
> Judging by the ears and the shape of the back of the head I would rather say
> it's a chimpanze
I'd guess a chimp of some sort, but I can't say whether it's Pan pan, or
Pan troglodytes.
More likely the latter, of advanced years ;)
Jamie.
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great modelling forum:
http://cube.phlatt.net/forums/spiraloid/index.php
Tim Nikias v2.0 wrote:
> Anyway, do you have any good links where they explain a little about
> modelling? This model looks awesome compared to what I'm fiddling around
> with, but so far, I couldn't find any good tutorials explaining some basics,
> but maybe I've used the wrong keywords...
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Jim Charter wrote:
>
> John VanSickle wrote:
>
> > Well, maybe not a silverback gorilla, but one could easily
> > hypothesize an isolate group of hominids that survived.
>
> BTW I know you are working on a mesh modeller. I am generating the
> hair direction in POV by tracing splines along the surface of the
> figure. In this picture I used the trace function. In my next try I
> want to use the fact that Wings allows you to assign materials to
> individual polys.
> So when I export to .obj, I can use this to parse out a hand drawn
> sequence of vertices and their normals. It would be easier to be able
> to merely export selected vertices and their normals to a text file,
> then POV it from there.
The fellow who develops Wings3D has been in contact with me about my
surface subidvision code, so there is some cross-pollinization going
on. Once I can get uv-mapping working right, my own modeller will
probably appear in public. I used it for one of the models in one of
my IRTC entries for the current round (I did a Rusty and a spin-off).
Regards,
John
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Jim Charter wrote:
>
> Now that I have a book to look at, the hair seems to vary a lot, even
> between individuals in a species. The source photo I was using did
> seem to show pretty scraggy hair, which I took to mean "old" also.
> Other chimps have more tuffed hair, in others its softer, more aligned
> in waves. None look quite as wiry as in my picture though.
But it looks good. If this were a species of intelligent life, I
could easily believe one of their old men (or women) having hair like
this.
Regards,
John
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John VanSickle wrote:
>
> The fellow who develops Wings3D has been in contact with me about my
> surface subidvision code, so there is some cross-pollinization going
> on. Once I can get uv-mapping working right, my own modeller will
> probably appear in public.
I'll be looking foreward to trying it.
-Jim
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Jeremy M. Praay wrote:
>
> Amazing work, Jim! This is breath-taking, in my opinion.
>
Thanks Jeremy
> I would like to hear more elaboration on how you did the hair, and how CPU
> and memory intensive it was, etc., if you wouldn't mind.
>
Yeah I know you have been attacking the hair problem too. That's partly
why I posted this example. Give me a day or two and I'll put something
together. I am actually working with a new way to do the hair which
looks quite promising but is buggy at the moment. Then maybe I can show
you both methods. I was using mesh, but not instancing, and that render
took around 40 min I think with Jaime's lighting which includes radiosity.
I never could have done it before I fixed the case fan which seems to
have solved my overheating problems. I am beginning to think that while
my processor was heating up, so was everything else and it may be the
video card that was actually flaking out. That might explain why it
seems to be heat related, even though I was only taking the palomino up
to 60 degrees before crashing.
I have half a gig of memory installed and no where near all of it gets
used. But that guy going to need a lot more hair before he's finished.
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Gilles Tran wrote:
>
> IIRC, Jim has a formal art training and is an accomplished traditional
> painter (see his website), which is a great advantage in 3D from what I've
> seen from other traditional media artists who turned to 3D.
It is also true that I was first introduced to mesh modelling in an
instructor-lead, Maya class. So that when I came to Wings, I had the
concept. I knew what I wanted to do. I just had to learn how.
-Jim
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wow!
--
Rick
Kitty5 NewMedia http://Kitty5.com
POV-Ray News & Resources http://Povray.co.uk
TEL : +44 (01270) 501101 - ICQ : 15776037
PGP Public Key : http://pgp.kitty5.com
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Hillary!
Jim
"Jim Charter" <jrc### [at] msn com> wrote in message
news:400485b8@news.povray.org...
> There is more wrong with this than right, but I wanted to show the
> direction I have being working in. This actually started as an entry
> for "future" but has turned into a more measured project to teach myself
> organic modelling, texturing, hair generation etc. It's going to take a
> while to get something really showable.
> No sss in place yet.
> Modelled in Wings
> Lighting by Jaime
> Bumpmaps and image maps generated in PS
> Uvmapped in uvmapper
>
----------------------------------------------------------------------------
----
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Jeremy M. Praay wrote:
>
> I would like to hear more elaboration on how you did the hair, and how CPU
>
Okay.
1. I used the trace macro to find a lines of points on the surface of
the figure to describe the direction of the hair. Splines are generated
from these points. One spline alone the surface for the hair roots.
One spline from points along the normals to place the end points of the
hairs
2. The splines are sampled to get start, end, and midpoints, for each
hair. These points are use to create a spline. Each hair is then built
by placing mesh along the spline
3. The hair spline can be modulated by sampling a smooth pattern such as
bozo and using the values to rotate the midpoints slightly around the normal
4. The placement of each hair is also jittered
But the original method of tracing points to establish the hair
direction was time consuming and cumbersome. So going forward I plan to
use the following method to establish the direction splines
5. In Wings, nine different materials can be assigned to nine selected
points
6. With all nine points selected, they can be exported as a .obj mesh
file. In the mesh file, each polygon or 'face' is tagged with a
separate material. e.g.
g cube1_1a
usemtl 1a
f 19//19 31//31 10//10 1//1
g cube1_1b
usemtl 1b
f 11//11 34//34 24//24 3//3
g cube1_1c
usemtl 1c
f 12//12 33//33 21//21 2//2
g cube1_2a
usemtl 2a
f 6//6 18//18 30//30 17//17
g cube1_2b
usemtl 2b
f 8//8 22//22 29//29 23//23
g cube1_2c
usemtl 2c
f 16//16 36//36 15//15 4//4
g cube1_3a
usemtl 3a
f 20//20 35//35 27//27 7//7
g cube1_3b
usemtl 3b
f 9//9 26//26 32//32 25//25
g cube1_3c
usemtl 3c
f 13//13 28//28 14//14 5//5
7. The obj mesh file can be parsed in a separate program and one of the
four vertices and normals fo each face can be retrieved
8. These points can be used to generate the direction splines.
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Attachments:
Download '1.jpg' (35 KB)
Download '2.jpg' (43 KB)
Download '5.jpg' (72 KB)
Download '8.jpg' (29 KB)
Preview of image '1.jpg'

Preview of image '2.jpg'

Preview of image '5.jpg'

Preview of image '8.jpg'

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"Jim Charter" <jrc### [at] msn com> wrote in message
news:400485b8@news.povray.org...
Jesus, Jim, you sure know how to play it cool. A few weeks ago, you
posted a link in p.o-t to the work of a modeler whom you admired. Now
you post this, which is twice as good as any of his stuff.
I have wondered if something like this:
http://news.povray.org/povray.binaries.images/23494/
might produce better looking, less memory eating hair at the expense of
greater rendering time.
-Shay
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Shay wrote:
> posted a link in p.o-t to the work of a modeler whom you admired. Now
> you post this, which is twice as good as any of his stuff.
>
Er..., not yet, but when I get it to where I want it to be,... maybe,
definitely maybe ;) Thanks for the boost. Since I know you say exactly
what you think, I means a lot to me.
> I have wondered if something like this:
> http://news.povray.org/povray.binaries.images/23494/
> might produce better looking, less memory eating hair at the expense of
> greater rendering time.
>
I do plan to try that. I do expect the render time to hurt. I will see
how far I can take the mesh first.
-Jim
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