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Thread: Human Progress

  1. #1
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    Human Progress

    Seeing as this is a perpetual work in progress and there are a few threads scattered about the place with people wanting to know more, I thought it might be an idea to bunch everything together here to make it easier to keep track of things.

    The story thus far:

    Displacement & texture workflow test: http://youtu.be/Nee46ySt2DQ and related thread: http://www.zbrushcentral.com/showthr...an-Experiments

    Hand Test: http://youtu.be/DYJRVUDuZvo

    Eye and Wrinkle Test: http://youtu.be/PNiuRnisK98 and related thread: http://forums.newtek.com/showthread....les&highlight=

    Some other threads documenting progress: Eye Bulge Solution ; Finger Flipping Good ; Quest for the Ultimate IK Hand Rig ; Tension Based Displacement ; Using Morphs to Drive Textures ; Metalink Morph Symmetry Issue ; Expressions - Smooth Clamp? ; Expressions Crash ; Tension Trouble

    The latest test up to this point:



    Now, wrinkles!

    These are the two main wrinkle sculpts in Sculptris, although I also made some revisions and added platysma and neck wrinkles in separate sculpts.

    Click image for larger version. 

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    They were baked to displacement maps in Blender and combined into two sets of wrinkle maps in Krita, which I've enhanced here for clarity. The maps are applied to the base mesh (which can be seen in the zbrushcentral thread above) as both bump and displacement maps.

    Click image for larger version. 

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    The bump and displacement nodes have evolved somewhat since the Eye & Wrinkle test; here's what they look like now. I've added some colour coding and annotations* to the bump nodes to try and clarify what's going on. The displacement nodes do the same job using a different configuration.

    Click image for larger version. 

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    Click image for larger version. 

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    And here are the actual nodes themselves... feel free to adapt or improve them. Two of the image nodes are failing to export for some reason, so they'll have to be added manually.

    wrinkle_nodes.zip

    That's about it for now.

    (c:

    *Feature request: the ability to add annotations within the node editor. That way I can remember what's going on in the network, which nodes were plugged in where if I temporarily unplug them etc. In fact regarding the latter, the ability to enable/disable nodes without having to unplug them (ie allow the data to pass through unaffected) would be even better.
    Attached Files Attached Files

  2. #2
    Adapting Artist jasonwestmas's Avatar
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    Thanks Chris, super interesting!
    All that is powerful or long standing is first conceived in the imagination; supported by the hope of possibility and then made manifest in our commitment of our current physical reality.

  3. #3
    Goes bump in the night RebelHill's Avatar
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    Quote Originally Posted by Chris Jones View Post
    *Feature request: the ability to add annotations within the node editor. That way I can remember what's going on in the network, which nodes were plugged in where if I temporarily unplug them etc. In fact regarding the latter, the ability to enable/disable nodes without having to unplug them (ie allow the data to pass through unaffected) would be even better.
    You can add notes... http://www.youtube.com/watch?v=7BV73...dex=4&t=01m18s
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  4. #4
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    So you can!

  5. #5
    A Scholar and a Gentlemen! Thanks Chris!

  6. #6
    Awesome, thanks Chris! Subscribed.
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  7. #7

    Thank You...!!

    Awesome share! need to dig more into the setup later on... ...neat! \:]
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  8. #8
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    Thanks for sharing this Chris!

  9. #9
    ugh, you gonna make learn Nodes.
    now i gotta listen to RH for the next
    1 million hours

    ...............what was I saying, oyea
    Thanks for sharing.

  10. #10
    Thanks Chris. Super interesting and great work.
    http://doc3d.com

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  11. #11
    Registered User kadri's Avatar
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    Bookmarked.Thanks

  12. #12
    Registered User ianr's Avatar
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    A milestone in LW CA
    has been mined by Mr.Jones
    at the coal-face (interface).
    A big up-- well done.
    I hope LW3DG are jotting down
    notes as we are?

  13. #13
    Quote Originally Posted by ianr View Post
    I hope LW3DG are jotting down notes as we are?
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  14. #14
    gryphon designs ltd Afalk's Avatar
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    Great information, wonderful examples and thank you so much for allowing us to take a peek under the covers, esp., with the sample files!

  15. #15
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    Just an eyeball. YouTube's transcoder has not taken kindly to this one - checking HD makes it marginally better though.


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    I say "just" an eyeball, but it was actually riddled with complications, many of them stemming from this. Ultimately I managed to get transparency to work with Sigma 2, but it necessitated the use of the Dielectric shader which caused erratic caustics behaviour and prohibited the use of SSS on the iris. I even sculpted an iris with this in mind (see below), but without SSS it looks worse than a simple image map.

    Click image for larger version. 

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    Caustics also had an "explosive" effect on the illumination of the sclera the instant light touched the cornea, and for some reason it doesn't show up on the sclera at all now (though it should). The geometry itself plays a part in this, but determining the "correct" way to model the eye assembly has proven elusive.

    Additionally, weight maps don't work as gradients on SSS shaded objects, so I had to use Z coordinate gradients instead; artifacts kept materialising around the sclera/cornea transition; radiosity causes blurring of the iris; refraction blur messes up caustics, and so on and so on. Suffice to say, there's more to this than meets the eye...

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