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I was trying to resist posting about this until it was more finished, but I
couldn't, especially after FrogRay's recent post in p.general about
rendering humans. I've been working on a mesh-modelled human in the hopes
of eventually uv-mapping it, rigging it, posing it, figuring out sss, and
rendering it in POV-Ray.
My idea was to mesh-model in Wings3d (familiarity, really), then to uv-map
(including diffuse pigment, bump, and specular) with Wings and the Gimp,
then to rig and pose it in Blender (which I understand is possible...?),
then figure out SSS and rendering in POV-Ray.
The basic idea is to create a widely-distributable posable human for POV-ers
to play around with, created entirely with open source tools. I think it's
possible now! Of course, given the MakeHuman project (which I didn't know
about 'til yesterday...), I'm kind of reinventing the wheel, but that's a
POV tradition too. Other than not being past the beginning modelling stage,
not getting Blender to work on my machine, and not understanding the Gimp
too well, I'm doing OK. Here are some pictures. Criticism and comment is
welcome on both the images and the idea as a whole.
Thanks!
--Stefan
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and more...
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"Smws" <smw### [at] pobox com> wrote:
and another of the arm... realizing I should have said "her", not "it", in
the original message.
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That looks really good, Stefan!
You are one of those persons who are able to model a perfect human figure
from scratch! I confess I am totally unable to do that, and I have great
admiration for those who can. How long did it take you to build this model?
And how are you planning to make it posable?
Keep up the good work!
Thomas
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"Thomas de Groot" <t.d### [at] inter nlDOTnet> wrote:
> That looks really good, Stefan!
>
> You are one of those persons who are able to model a perfect human figure
> from scratch! I confess I am totally unable to do that, and I have great
> admiration for those who can. How long did it take you to build this model?
> And how are you planning to make it posable?
>
> Keep up the good work!
>
> Thomas
Why, thanks, Thomas! I have practiced drawing and studied anatomy for some
time, so I like to think I came somewhat prepared to digital modelling. I
also studied a lot of the tutorials that are so graciously made available
by fellow modellers, and read up on the major concepts, such as good
edgeloop flow and minimizing vertices to essential anatomical points of
interest. All this not really having much to do with POV, though...
I made this model mostly by following generally Arild Wiro's very good
tutorials, here:
http://www.arildwiro.com/tutorials/tutorials.html
More generally looked at the discussions on the 3dtotal "organic" forum,
here:
http://www.threedy.com/site/forum/forumdisplay.php?f=3
I'm also working from some reference photos, so it's not completely from
scratch. I don't know how long it took so far-- perhaps 12 or 13 hours all
together? Anyway, I'm not done with the feet, head or hair anyway. I'm
really something of a beginner here, so it's going slowly. Much more slowly
than drawing or clay, for sure!
As to making it posable, I have seen people adding "bones" ("rigging" I
think is the jargon) in Blender, but I've also heard it can be a difficult
program to learn, and is really in it's infancy as a character modeller.
Thus far I have been unable to get it working on my machine :(
I wish I had more POV-specific stuff for this forum. I have had some trouble
in POV-Ray with the shadow line (triangle) problem (how do 3dsMax and such
programs get around that, anyway? Not that it matters...), and I know that
others have had trouble with getting transparency-mapped planes to work as
hair. My initial tests of that have run into some problems too. Also,
despite the flexibility of the mesh, the model isn't really native to POV
the same way POV-Person is, or my little puppets are; I don't see a way to
easily pose a mesh-person directly in POV SDL. I could make a sort of
jointed puppet that might work for some situations, though.
Also, I wonder about cloth and clothes. I have never used ?ClothSim? (or
MegaPov, for that matter) and I wonder if that could somehow work. Of
course it's also possible to model the clothes in Wings, but then I have no
dynamic cloth simulation for posing purposes. It is certainly a learning
experience.
Thanks again,
Stefan
http://zoehep.xent.com/~smws/
The body with unfinished feet (I suppose I should have a "imaginary
incomplete synthetic nudity" warning at the top of the thread, sorry):
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> I'm also working from some reference photos, so it's not completely from
> scratch.
Hmm... I was always rubbish at drawing humans with pen and paper. But
then, maybe that's because I haven't seen many of them? ;-)
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Yes, I thought indeed you had a good anatomy and drawing knowledge. I think
that is really essential as a basis for good modelling of human figures, and
animals of course. Tutorials come next for the efficient use of the
modelling programs.
Adding bones to the figure would be the next logical step. I have not yet
experimented with that, but one program where you can do that is Poser. With
some add-ons (Cloth Designer from PhilC, for instance) for Poser you can
then also make or modify clothes and make them dynamic.
Strange that you cannot start Blender on your system. I have never more than
scratched the surface a bit, as I find the interface really bewildering and
the learning curve a bit too steep for casual use (have to find the time for
more serious incursions, though).
Thomas
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Smws wrote:
> I wish I had more POV-specific stuff for this forum... Also,
> despite the flexibility of the mesh, the model isn't really native to POV
> the same way POV-Person is, or my little puppets are; I don't see a way to
> easily pose a mesh-person directly in POV SDL.
This final point is the reason I'm still working on my modeler. Right
now there is no way known to me to model a mesh, add a skeleton, and
then save an .INC file that can be called by POV SDL like so:
#declare Head_ax=20;
#include "hot_babe.inc"
If Blender obtains this ability, I'll probably drop development of mine,
but until then, I get to play with C++ code.
Regards,
John
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