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  Meet the Major [wip] (Message 1 to 21 of 21)  
From: Thomas de Groot
Subject: Meet the Major [wip]
Date: 8 Nov 2014 10:42:25
Message: <545e39e1@news.povray.org>
After a long gestation and longer tweaking, at last I have a first wip 
for my TC-RTC entry. I am proud to present to you Major Grubert, best 
know I think to the French audience. His background can be viewed here: 
http://en.wikipedia.org/wiki/Airtight_Garage

Most work to date went into the character of the Major, first creating 
the person himself according to the sources, then modelling the dynamic 
clothes based on conforming ones, and the other attributes (pith helmet 
and bag). A lot remains to be done in scene building textures etc. The 
present scene has two light sources as suns.

At this stage, comments are welcome.

Thomas


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From: Alain
Subject: Re: Meet the Major [wip]
Date: 8 Nov 2014 13:57:28
Message: <545e6798$1@news.povray.org>
Le 14-11-08 10:42, Thomas de Groot a écrit :
> After a long gestation and longer tweaking, at last I have a first wip
> for my TC-RTC entry. I am proud to present to you Major Grubert, best
> know I think to the French audience. His background can be viewed here:
> http://en.wikipedia.org/wiki/Airtight_Garage
>
> Most work to date went into the character of the Major, first creating
> the person himself according to the sources, then modelling the dynamic
> clothes based on conforming ones, and the other attributes (pith helmet
> and bag). A lot remains to be done in scene building textures etc. The
> present scene has two light sources as suns.
>
> At this stage, comments are welcome.
>
> Thomas

RUN up that lather for your life! That criter in the back may get up to 
you in an heartbeat.


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From: Thomas de Groot
Subject: Re: Meet the Major [wip]
Date: 9 Nov 2014 03:14:10
Message: <545f2252@news.povray.org>
On 8-11-2014 19:58, Alain wrote:
> RUN up that lather for your life! That criter in the back may get up to
> you in an heartbeat.

That's the idea ;-)

Thomas


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From: Nekar Xenos
Subject: Re: Meet the Major [wip]
Date: 9 Nov 2014 05:41:43
Message: <op.xo1zzmo8ufxv4h@xena.home>
On Sat, 08 Nov 2014 17:42:12 +0200, Thomas de Groot <tho### [at] degrootorg>  
wrote:

> After a long gestation and longer tweaking, at last I have a first wip
> for my TC-RTC entry. I am proud to present to you Major Grubert, best
> know I think to the French audience. His background can be viewed here:
> http://en.wikipedia.org/wiki/Airtight_Garage
>
> Most work to date went into the character of the Major, first creating
> the person himself according to the sources, then modelling the dynamic
> clothes based on conforming ones, and the other attributes (pith helmet
> and bag). A lot remains to be done in scene building textures etc. The
> present scene has two light sources as suns.
>
> At this stage, comments are welcome.
>
> Thomas

The contraposto seems exaggerated. I did a test by carrying a bag in my  
hand in front of a mirror. The shoulder of the arm carrying the bag was  
lower than the other. So I would suggest basically mirroring the figure  
pose or putting the bag in the other hand.

-- 
-Nekar Xenos-


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From: Thomas de Groot
Subject: Re: Meet the Major [wip]
Date: 9 Nov 2014 07:14:53
Message: <545f5abd$1@news.povray.org>
On 9-11-2014 11:41, Nekar Xenos wrote:

> The contraposto seems exaggerated. I did a test by carrying a bag in my
> hand in front of a mirror. The shoulder of the arm carrying the bag was
> lower than the other. So I would suggest basically mirroring the figure
> pose or putting the bag in the other hand.
>

Yes, but...

If the bag is heavy, you will lift the carrying shoulder :-)

http://www.pinterest.com/pin/123637952244179749/

Thomas


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From: Nekar Xenos
Subject: Re: Meet the Major [wip]
Date: 9 Nov 2014 09:19:17
Message: <op.xo192e2bufxv4h@xena.home>
On Sun, 09 Nov 2014 14:14:53 +0200, Thomas de Groot <tho### [at] degrootorg>  
wrote:

> On 9-11-2014 11:41, Nekar Xenos wrote:
>
>> The contraposto seems exaggerated. I did a test by carrying a bag in my
>> hand in front of a mirror. The shoulder of the arm carrying the bag was
>> lower than the other. So I would suggest basically mirroring the figure
>> pose or putting the bag in the other hand.
>>
>
> Yes, but...
>
> If the bag is heavy, you will lift the carrying shoulder :-)
>
> http://www.pinterest.com/pin/123637952244179749/
>
> Thomas
>

Ok, then you need to turn the shoulder a bit back and above the left leg  
and bring the arm closer to the body as in the above example on pinterest.  
Maybe also make the hips more parallel to the shoulders.

-- 
-Nekar Xenos-


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From: Nekar Xenos
Subject: Re: Meet the Major [wip]
Date: 9 Nov 2014 09:22:33
Message: <op.xo197ukmufxv4h@xena.home>
On Sat, 08 Nov 2014 20:58:09 +0200, Alain <kua### [at] videotronca> wrote:


> Le 14-11-08 10:42, Thomas de Groot a écrit :
>> After a long gestation and longer tweaking, at last I have a first wi
p
>> for my TC-RTC entry. I am proud to present to you Major Grubert, best

>> know I think to the French audience. His background can be viewed her
e:
>> http://en.wikipedia.org/wiki/Airtight_Garage
>>
>> Most work to date went into the character of the Major, first creatin
g
>> the person himself according to the sources, then modelling the dynam
ic
>> clothes based on conforming ones, and the other attributes (pith helm
et
>> and bag). A lot remains to be done in scene building textures etc. Th
e
>> present scene has two light sources as suns.
>>
>> At this stage, comments are welcome.
>>
>> Thomas
>
> RUN up that lather for your life! That criter in the back may get up t
o  

> you in an heartbeat.

And hold your breath. That fog looks toxic.

I like the atmosohere.

-- 

-Nekar Xenos-


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From: Thomas de Groot
Subject: Re: Meet the Major [wip]
Date: 9 Nov 2014 10:15:43
Message: <545f851f$1@news.povray.org>
On 9-11-2014 15:19, Nekar Xenos wrote:
> On Sun, 09 Nov 2014 14:14:53 +0200, Thomas de Groot <tho### [at] degrootorg>
> wrote:
>
>> On 9-11-2014 11:41, Nekar Xenos wrote:
>>
>>> The contraposto seems exaggerated. I did a test by carrying a bag in my
>>> hand in front of a mirror. The shoulder of the arm carrying the bag was
>>> lower than the other. So I would suggest basically mirroring the figure
>>> pose or putting the bag in the other hand.
>>>
>>
>> Yes, but...
>>
>> If the bag is heavy, you will lift the carrying shoulder :-)
>>
>> http://www.pinterest.com/pin/123637952244179749/
>>
>> Thomas
>>
>
> Ok, then you need to turn the shoulder a bit back and above the left leg
> and bring the arm closer to the body as in the above example on
> pinterest. Maybe also make the hips more parallel to the shoulders.
>
Hmm... The shoulder could be a bit more to the back indeed; the arm 
closer to the body is hardly possible because of the volume of the bag 
which is now (almost) touching the leg, well, it can be done a bit more 
maybe; shoulder- and hip lines: no. I want to keep them counter-rotated 
for a more tense and dynamic pose.

Thomas

Thomas


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From: s day
Subject: Re: Meet the Major [wip]
Date: 10 Nov 2014 06:20:00
Message: <web.54609ec128465deca47478650@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> At this stage, comments are welcome.

Hi Thomas,

A good start, the character looks excellent and I really like the atmosperic
effects with the sky/sun/fog and the snake like creature off in the distant.

I am not familiar with this character or story, who is the that at the bottom of
the other ladder? Also do the other two ladders have missing rung's or is that
an issue with the render?

Not sure what else you are planning for this but the obvious thing for
improvement is the ground texture and some further detail to be added in the
foreground to make the scene more interesting but I like the current
ladder/tunnel going further down.

Look forward to seeing further changes to this one.

Sean


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From: Thomas de Groot
Subject: Re: Meet the Major [wip]
Date: 10 Nov 2014 08:10:35
Message: <5460b94b@news.povray.org>
On 10-11-2014 12:17, s.day wrote:
> A good start, the character looks excellent and I really like the atmosperic
> effects with the sky/sun/fog and the snake like creature off in the distant.

Thanks Sean.

>
> I am not familiar with this character or story, who is the that at the bottom of
> the other ladder? Also do the other two ladders have missing rung's or is that
> an issue with the render?

For the time being, a stand-in. Missing rungs is a render issue. This is 
improved with stochastic rendering, although render time is much 
increased. I still have to experiment for the best balance.

The story is independent of any from the original stories, I try to 
incorporate my story into its universe.

Does the choice of scene attributes ring a bell? ;-)

>
> Not sure what else you are planning for this but the obvious thing for
> improvement is the ground texture and some further detail to be added in the
> foreground to make the scene more interesting but I like the current
> ladder/tunnel going further down.

The ground texture itself will not really be changed. It is supposed to 
be related to so-called 'patterned grounds' in periglacial areas. 
However, I have now added rocks etc. Maybe more is needed...

Thomas


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From: Cousin Ricky
Subject: Re: Meet the Major [wip]
Date: 10 Nov 2014 09:35:00
Message: <web.5460ccfe28465dec192ae5f10@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> Most work to date went into the character of the Major, first creating
> the person himself according to the sources, then modelling the dynamic
> clothes based on conforming ones, and the other attributes (pith helmet
> and bag). A lot remains to be done in scene building textures etc. The
> present scene has two light sources as suns.
>
> At this stage, comments are welcome.

His arms look too short.  Are they foreshortened?  If so, they don't look so.


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From: Thomas de Groot
Subject: Re: Meet the Major [wip]
Date: 10 Nov 2014 10:10:30
Message: <5460d566$1@news.povray.org>
On 10-11-2014 15:34, Cousin Ricky wrote:
> His arms look too short.  Are they foreshortened?  If so, they don't look so.
>

Standard arms. Standard figure. Must be illusion :-)

Thomas


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From: MichaelJF
Subject: Re: Meet the Major [wip]
Date: 10 Nov 2014 13:50:01
Message: <web.5461085028465dec7b7e0b710@news.povray.org>
A very nice start. Maybe it is easier to place the ladders in the background a
little bit closer to the camera. That would not change the image very much but
could spare additional rendering time.

Best regards,
Michael


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From: Stephen
Subject: Re: Meet the Major [wip]
Date: 10 Nov 2014 15:13:07
Message: <54611c53$1@news.povray.org>
On 10/11/2014 18:47, MichaelJF wrote:
> A very nice start. Maybe it is easier to place the ladders in the background a
> little bit closer to the camera. That would not change the image very much but
> could spare additional rendering time.
>

I have been thinking that if one of the light sources was moved so that 
the ladder's shadows fell onto the mist. It might look like a "glory".


-- 

Regards
     Stephen


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From: s day
Subject: Re: Meet the Major [wip]
Date: 10 Nov 2014 18:40:00
Message: <web.54614c9128465deca47478650@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
>
> For the time being, a stand-in. Missing rungs is a render issue. This is
> improved with stochastic rendering, although render time is much
> increased. I still have to experiment for the best balance.

Do you still get the same issue with focal blur?

> The ground texture itself will not really be changed. It is supposed to
> be related to so-called 'patterned grounds' in periglacial areas.
> However, I have now added rocks etc. Maybe more is needed...
>

Indeed, having googled periglacial I see that something I think does not look
natural is in fact a very natural phenomenon. If anything compared to the images
I have just seen your texture is not uniform enough but I realise this is not a
work aiming at realism.

I look forward to seeing the next post and being educated further ;-)

Sean


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From: Thomas de Groot
Subject: Re: Meet the Major [wip]
Date: 11 Nov 2014 03:08:10
Message: <5461c3ea@news.povray.org>
On 11-11-2014 0:38, s.day wrote:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>>
>> For the time being, a stand-in. Missing rungs is a render issue. This is
>> improved with stochastic rendering, although render time is much
>> increased. I still have to experiment for the best balance.
>
> Do you still get the same issue with focal blur?
>
>> The ground texture itself will not really be changed. It is supposed to
>> be related to so-called 'patterned grounds' in periglacial areas.
>> However, I have now added rocks etc. Maybe more is needed...
>>
>
> Indeed, having googled periglacial I see that something I think does not look
> natural is in fact a very natural phenomenon. If anything compared to the images
> I have just seen your texture is not uniform enough but I realise this is not a
> work aiming at realism.

Interesting isn't? The natural world is full of surprises. My first try 
out was more uniform but I did not like that too much so I introduced a 
bit of turbulence. I have added rocks randomly but I realise now that I 
need to relate them more to the pattern (evalpig is your friend).

>
> I look forward to seeing the next post and being educated further ;-)

I shall endeavour to do that :-)

Thomas


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From: Thomas de Groot
Subject: Re: Meet the Major [wip]
Date: 11 Nov 2014 03:11:11
Message: <5461c49f$1@news.povray.org>
On 10-11-2014 21:13, Stephen wrote:
> On 10/11/2014 18:47, MichaelJF wrote:
>> A very nice start. Maybe it is easier to place the ladders in the
>> background a
>> little bit closer to the camera. That would not change the image very
>> much but
>> could spare additional rendering time.

Yes, I can try that indeed. Not that the ladders slow down the render 
that much by the way.

>>
>
> I have been thinking that if one of the light sources was moved so that
> the ladder's shadows fell onto the mist. It might look like a "glory".
>
>
The ladders are enclosed into the mist but I am afraid they are too thin 
to really make a glory.

Thomas


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From: Thomas de Groot
Subject: Re: Meet the Major [wip]
Date: 11 Nov 2014 03:14:51
Message: <5461c57b$1@news.povray.org>
On 11-11-2014 0:38, s.day wrote:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>>
>> For the time being, a stand-in. Missing rungs is a render issue. This is
>> improved with stochastic rendering, although render time is much
>> increased. I still have to experiment for the best balance.
>
> Do you still get the same issue with focal blur?
>

This is something I have not tried yet. I expect the issue to disappear 
indeed. I would prefer stochastic render in the end but I found that I 
first need to wait for the next Uberpov version addressing the problem I 
had with Silentium.

Thomas


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From: Alain
Subject: Re: Meet the Major [wip]
Date: 11 Nov 2014 19:21:39
Message: <5462a813@news.povray.org>
Le 14-11-11 03:14, Thomas de Groot a écrit :
> On 11-11-2014 0:38, s.day wrote:
>> Thomas de Groot <tho### [at] degrootorg> wrote:
>>>
>>> For the time being, a stand-in. Missing rungs is a render issue. This is
>>> improved with stochastic rendering, although render time is much
>>> increased. I still have to experiment for the best balance.
>>
>> Do you still get the same issue with focal blur?
>>
>
> This is something I have not tried yet. I expect the issue to disappear
> indeed. I would prefer stochastic render in the end but I found that I
> first need to wait for the next Uberpov version addressing the problem I
> had with Silentium.
>
> Thomas
>

Another option would be to make the runs thicker. That way, they will 
have more chances of showing. The trick here is to find a sweet spot 
where it's large enough that they are not missed but still thin enough 
so that they don't look bloated.


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From: Cousin Ricky
Subject: Re: Meet the Major [wip]
Date: 11 Nov 2014 23:25:00
Message: <web.5462e0f628465dec192ae5f10@news.povray.org>
Alain <kua### [at] videotronca> wrote:
> Le 14-11-11 03:14, Thomas de Groot a écrit :
> > On 11-11-2014 0:38, s.day wrote:
> >> Thomas de Groot <tho### [at] degrootorg> wrote:
> >>>
> >>> For the time being, a stand-in. Missing rungs is a render issue. This is
> >>> improved with stochastic rendering, although render time is much
> >>> increased. I still have to experiment for the best balance.
> >>
> >> Do you still get the same issue with focal blur?
> >>
> >
> > This is something I have not tried yet. I expect the issue to disappear
> > indeed. I would prefer stochastic render in the end but I found that I
> > first need to wait for the next Uberpov version addressing the problem I
> > had with Silentium.
> >
> > Thomas
> >
>
> Another option would be to make the runs thicker. That way, they will
> have more chances of showing. The trick here is to find a sweet spot
> where it's large enough that they are not missed but still thin enough
> so that they don't look bloated.

Or, if it doesn't take too much time, render an oversized image, then shrink it
down.


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From: Thomas de Groot
Subject: Re: Meet the Major [wip]
Date: 12 Nov 2014 03:15:00
Message: <54631704@news.povray.org>
On 12-11-2014 5:24, Cousin Ricky wrote:
> Alain <kua### [at] videotronca> wrote:
>> Another option would be to make the runs thicker. That way, they will
>> have more chances of showing. The trick here is to find a sweet spot
>> where it's large enough that they are not missed but still thin enough
>> so that they don't look bloated.
>
> Or, if it doesn't take too much time, render an oversized image, then shrink it
> down.
>

Both suggestions are good to follow up although I slightly do prefer the 
second one. It may be that I can go forward with Uberpov as I have 
changed some of the textures that were offensive to it. I need to check 
again. Stochastic aa remains the best solution by far.

Thomas


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