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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
Post a reply to this message
Attachments:
Download 'major grubert.jpg' (192 KB)
Preview of image 'major grubert.jpg'

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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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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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On Sat, 08 Nov 2014 17:42:12 +0200, Thomas de Groot <tho### [at] degroot org>
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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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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On Sun, 09 Nov 2014 14:14:53 +0200, Thomas de Groot <tho### [at] degroot org>
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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On Sat, 08 Nov 2014 20:58:09 +0200, Alain <kua### [at] videotron ca> 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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On 9-11-2014 15:19, Nekar Xenos wrote:
> On Sun, 09 Nov 2014 14:14:53 +0200, Thomas de Groot <tho### [at] degroot org>
> 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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Thomas de Groot <tho### [at] degroot org> 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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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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Thomas de Groot <tho### [at] degroot org> 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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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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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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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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Thomas de Groot <tho### [at] degroot org> 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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On 11-11-2014 0:38, s.day wrote:
> Thomas de Groot <tho### [at] degroot org> 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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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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On 11-11-2014 0:38, s.day wrote:
> Thomas de Groot <tho### [at] degroot org> 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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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] degroot org> 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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Alain <kua### [at] videotron ca> 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] degroot org> 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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On 12-11-2014 5:24, Cousin Ricky wrote:
> Alain <kua### [at] videotron ca> 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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