My contribution for the June contest

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Re: My contribution for the June contest

Postby MariusOberholster » Mon Jun 08, 2015 3:16 pm

learning wrote:Yeah, I'm sure you have a lot in common with him ;) BTW, I was trying to use your tutorial to render his son Bobby recently, but the resulting model was a bit creepy :roll:


Haha, I'll take that as a compliment! :D

Your materials' smoothness needs to come down to 0 (see the material reference guide in the description), unless you want it slightly smooth, but your lighting angle is the biggest thing that needs to be adjusted. The light could, for example, come from the front right or front left - slightly downward as well, or it will also look weird. When it comes from the top so much, like yours does atm, it usually makes the model look really washed out and, like you said, creepy looking. A good tip is to use rendered view while adjusting the light (make sure things like freestyle are turned off, or blender may crash on you).

The eyes look like the default Make Human ones, but I looked him up - his eyes are just solid black dots. You can adjust those also.

He also needs outlines, haha. You can use Edge or Freestyle for that.
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Re: My contribution for the June contest

Postby learning » Sun Jun 14, 2015 7:48 pm

Yeah, position of the "sun" is the biggest problem I've had. That's too difficult to get right. The eyes are default, yes, except I looked up how they look in original character and just made new textures. Pretty much drew them in paint. Those would do if not for the lighting problem. There has to be a better way, maybe some shader or something?
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Re: My contribution for the June contest

Postby MariusOberholster » Mon Jun 15, 2015 7:06 pm

learning wrote:Yeah, position of the "sun" is the biggest problem I've had. That's too difficult to get right. The eyes are default, yes, except I looked up how they look in original character and just made new textures. Pretty much drew them in paint. Those would do if not for the lighting problem. There has to be a better way, maybe some shader or something?


Lighting is very important to any image. Unfortunately faking that will not help you improve and even if you did want to fake it properly, you'd still need to know a lot about it and how it works. So why not check out Andrew Price's lighting tutorial:
http://www.blenderguru.com/tutorials/ma ... -lighting/

While that is more geared towards Cycles, the principles still apply to other engines and real life situations and yes even cartoons.
Blog: http://www.pantherdynamics.yolasite.com/panther-dynamics-blog.php
YouTube: https://www.youtube.com/channel/UCSL7DbnOWT_G6YqlMQmOnDA
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Re: My contribution for the June contest

Postby CHEED » Mon Jun 15, 2015 8:47 pm

MariusOberholster wrote:
learning wrote:Yeah, position of the "sun" is the biggest problem I've had. That's too difficult to get right. The eyes are default, yes, except I looked up how they look in original character and just made new textures. Pretty much drew them in paint. Those would do if not for the lighting problem. There has to be a better way, maybe some shader or something?


Lighting is very important to any image. Unfortunately faking that will not help you improve and even if you did want to fake it properly, you'd still need to know a lot about it and how it works. So why not check out Andrew Price's lighting tutorial:
http://www.blenderguru.com/tutorials/ma ... -lighting/

While that is more geared towards Cycles, the principles still apply to other engines and real life situations and yes even cartoons.


A way I found to get the eyes "right" in a cartoony way is to change the whole eye - remodel it and change the material of the cornea, pupil, etc (basically untexture it - no disrespect to the MH model of course ). It comes out much more convincingly for cartoony characters. I realised that once you get that right you don't have to worry much about the position of the sun (light source) really as the eye is done right in its construction. You may need to adjust the angle of the light source here and there (as is always true with 3d art), but it becomes less consuming. Here are some sample images I did a while back:
eyes.png

eyes1.png
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Re: My contribution for the June contest

Postby duststorm » Tue Jun 16, 2015 7:25 am

Might be an idea for future eyes to include in MH.
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Re: My contribution for the June contest

Postby MariusOberholster » Tue Jun 16, 2015 8:14 am

CHEED wrote:
MariusOberholster wrote:
learning wrote:Yeah, position of the "sun" is the biggest problem I've had. That's too difficult to get right. The eyes are default, yes, except I looked up how they look in original character and just made new textures. Pretty much drew them in paint. Those would do if not for the lighting problem. There has to be a better way, maybe some shader or something?


Lighting is very important to any image. Unfortunately faking that will not help you improve and even if you did want to fake it properly, you'd still need to know a lot about it and how it works. So why not check out Andrew Price's lighting tutorial:
http://www.blenderguru.com/tutorials/ma ... -lighting/

While that is more geared towards Cycles, the principles still apply to other engines and real life situations and yes even cartoons.


A way I found to get the eyes "right" in a cartoony way is to change the whole eye - remodel it and change the material of the cornea, pupil, etc (basically untexture it - no disrespect to the MH model of course ). It comes out much more convincingly for cartoony characters. I realised that once you get that right you don't have to worry much about the position of the sun (light source) really as the eye is done right in its construction. You may need to adjust the angle of the light source here and there (as is always true with 3d art), but it becomes less consuming. Here are some sample images I did a while back:


I really like your eyes, especially the texturing and shape of the one with the darker skin! Fantastic!!
Blog: http://www.pantherdynamics.yolasite.com/panther-dynamics-blog.php
YouTube: https://www.youtube.com/channel/UCSL7DbnOWT_G6YqlMQmOnDA
GOD bless you! (^^,)
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Re: My contribution for the June contest

Postby MariusOberholster » Tue Jun 16, 2015 8:16 am

duststorm wrote:Might be an idea for future eyes to include in MH.


That would be great!! :mrgreen:
Blog: http://www.pantherdynamics.yolasite.com/panther-dynamics-blog.php
YouTube: https://www.youtube.com/channel/UCSL7DbnOWT_G6YqlMQmOnDA
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Re: My contribution for the June contest

Postby CHEED » Tue Jun 16, 2015 6:47 pm

Lighting is very important to any image. Unfortunately faking that will not help you improve and even if you did want to fake it properly, you'd still need to know a lot about it and how it works. So why not check out Andrew Price's lighting tutorial:
http://www.blenderguru.com/tutorials/ma ... -lighting/

While that is more geared towards Cycles, the principles still apply to other engines and real life situations and yes even cartoons.[/quote]

A way I found to get the eyes "right" in a cartoony way is to change the whole eye - remodel it and change the material of the cornea, pupil, etc (basically untexture it - no disrespect to the MH model of course ). It comes out much more convincingly for cartoony characters. I realised that once you get that right you don't have to worry much about the position of the sun (light source) really as the eye is done right in its construction. You may need to adjust the angle of the light source here and there (as is always true with 3d art), but it becomes less consuming. Here are some sample images I did a while back:
[/quote]

I really like your eyes, especially the texturing and shape of the one with the darker skin! Fantastic!![/quote]

Thanks!
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Re: My contribution for the June contest

Postby CHEED » Tue Jun 16, 2015 6:49 pm

MariusOberholster wrote:
duststorm wrote:Might be an idea for future eyes to include in MH.


That would be great!! :mrgreen:


Yes it would!
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Re: My contribution for the June contest

Postby devrich » Sun Jun 28, 2015 10:56 pm

MariusOberholster wrote:Title: Shaded
Rendered and composited in Blender. This is supposed to show a sense of wonder with a mix of a calm delight.

Tbh, I was going for something more like relief, but because of the scene built around him, it sorta changed, hahaha. I like it when that happens!
Everything made using Make Human and Blender.


Nicely done! :D
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