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01-28-2011, 01:21 AM
I thrashed his mesh a little bit doing this posing so I need to experiment about a bit on how intense the inverse kinematics should be when I bind the skeleton to the mesh.
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01-28-2011, 03:03 PM
Inverse kinematics weight blending helped somewhat with the posing, but I think it would be optimal for me to edit my mesh tension before I pose also. Anyway I kind of like where I have come to with the flames. I am glad we are having such a populous round this time! It's cool to see how good you guys are.
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01-28-2011, 04:29 PM
That is the free open source "Art of Illusion" (AOI) which has its own native file format but can import .obj and export .obj plus texture files. I am pretty sure the user interface doesn't look anything like Zbrush but it's really easy compared to Blender. This weekend I will try to make a tutorial in my sketchbook with screen shots of what I did in the various appropriate dialog windows so folks using other programs could mimic it. AOI is a Java scripted program so you have to make sure you have Java if you want to use AOI. Edit: The tutorial begins at the bottom of page 11, post 165 of my sketch book and extends to post 167 which is on page 12.
In short, I made a semi-transparent material that has some scattering (because flames are hot gas with particulates). Then I made a texture with custom gradient flame colors both on the surface and emissive. Then I made a turbulence modifier that affects both the emissive color and the surface displacement. I think I added a little cloudiness too. When you see the tutorial you will see there are numerical values and formulas in the boxes, but you can easily figure out what are the best numbers through trial and error. You don't need to be a math savant. The boxes connect together in a way that looks sort of like how Blender's compositor works, though I have only read the Blender manual rather than actually using it's compositor. I am a little bit inclined to throw my weight behind animating these flames in a turntable file instead of worrying so much about my weak areas of posing and modeling. I have a couple of light sources between the flames and the face that I can probably animate to look like light flickering on the front of the bull and shadow movements.
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01-28-2011, 05:46 PM
I would present an entry either way, but with an extension I expect I could do a better job of posing, plus UV map some horn/hoof texture, plus affix some aftermarket bronze/brass barbs on the horns, and probably animate the flames. Without extension only one or two of those things would happen.
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01-29-2011, 12:47 AM
karmajf - nice demon dog . its body looks good with details clear but its head loks like some refining of its details would come in handy. try to make some low points lower and high pints higher. cause now its kond of hard to see where is what . some contrast betvien shapes should make your model more recognisible. sory if i sounded harsh or dooshe-like , but its just my opinion
. good luck on further progres.as for my own entrie i kind of finished blocking the second and third head's . tomorrow i'll join the torso with the heads and start refining it. see ya tomorrow ![]() Uploaded with ImageShack.us |
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and i share the same problem with the GMT , so better post it soon than late hehe. good luck ^^

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