One of the on-going projects I started late last year was to absorb as many photographs that I touched me and try to recreate those scenes in CG. I wanted to start with this photograph by Jem Southam (“Landscape Stories”). Southam’s photographs are sublime and my choosing of this particular one was more of restraining myself as to give justice to this effort of recreating a piece of art.
As you see above I did not do such a good job regardless. Good thing it’s still a work in progress.
The colour-corrected version is something I was just playing around with; the original was how it was initially graded in Nuke, since I was rendering everything in floating-point (FP).
The colour-corrected image explains that there’s always that bit that wants to exaggerate, to take things more dramatically. It is very easy to do that. I find that that image looks okay; it has drama, it has depth, it has a bit of the unevenness that makes it organic. But it’s not sublime. And I don’t nearly – not by breadth of the Tasman- capture the subtleties found in Southam’s picture.
Finished the base model of the weapon that Mardonier is holding. This will be sculpted at a later time. This is closely based on the Croatian HS2000 (marketed in the U.S.A. as Springfield Armory XD).
I discovered this pistol through researching point-and-shoot methods, which originated from my reading of Ghost Force by Ken Connors, who briefly wrote about SAS shooting – how SAS men shot intuitively rather than using the sight. The HS2000 was purportedly a pistol designed with point-and-shoot in mind. And it looked cool.
It was also in that book that inspired the removal of front and rear sights (seen below); the reason for their removal, as explained by Connors, is to facilitate quick draw – by removing the sights the chance of snagging at the holster is reduced. (Clarification: Connors did not mention, let alone endorse the HS2000, in the book)
I removed some elements from the HS2000, such as the accessory rail, and trigger safeties, because I thought of making it more old-school.
So, what the hell have I been doing all this time?
For starters, I finally quit my teaching job – a risky move, which might be construed to be a bold decision, or if time convicts, a dumb play. There it is, I suppose.
Of course, the reason why I quit was simple: want to get back to working in CG. Whether I’m working for a company, or working on my own, I want to be working on it, not about it, if my drift is catching you. I did enjoy teaching, for sure, but there comes a time, for a person with a disposition like myself, after looking at so many students advancing in their craft, and producing excellent work, that the inevitable envy questions me: “What about you?”
Indeed, what about me? What have I produced recently? What new things have I learned about my passion? I couldn’t write off teaching as a useless endeavour – far from it: I’ve learned what teaching was all about, and I was getting good at it, too; I learned that I could test logical workflow techniques, albeit untested, on students and they could be the guinea pigs that provide insight on how to revise such techniques or methods; I’ve met great students, who were also great and big-hearted people, who excelled and inspired me in the way that I hoped to have inspired them.
But still: I was getting really hungry for cutting it deep with my craft, and I knew that the longer I spent in teaching, the worst it’s going to get; the less time I’ll have, more frustration, and an ever-deepening situation between what I desire as an artist and what I’ll have at the end of the day.
This week is my first week off the job. The first order was a modelling reel (because it is the easiest to do), and I decided to do “Mardonier”, a character that has been in my chest for over a decade now. This character is full: I’m currently writing a small novel around him but, obviously, I can’t talk about that now.
Shown below is the final base mesh which was derived from another project I shelved for now. Face mesh was an old one I did; needed lots of topology reworking, and revised it to match Rainer Maria Rilke, which was the rough basis for the character. I’ll put this over to Mudbox to focus on Rilke’s likeness there.
Everything except the shoe was also a topology rework. The shoe was based off the Merrell World Rambler, World Compass (Traveller), and Downshift. Great-looking shoes; it wanted me to buy a pair (or two).
Beethoven, Mozart, Atticus Ross (Book of Eli), and Wallflowers have been my fickle friends, but Wallflowers the less fickle of them all.
So, what the hell have I been doing all this time?
For starters, I finally quit my teaching job – a risky move, which might be construed to be a bold decision, or if time convicts, a dumb play. There it is, I suppose.
Of course, the reason why I quit was simple: want to get back to working in CG. Whether I’m working for a company, or working on my own, I want to be working on it, not about it, if my drift is catching you. I did enjoy teaching, for sure, but there comes a time, for a person with a disposition like myself, after looking at so many students advancing in their craft, and producing excellent work, that the inevitable envy questions me: “What about you?”
Indeed, what about me? What have I produced recently? What new things have I learned about my passion? I couldn’t write off teaching as a useless endeavour – far from it: I’ve learned what teaching was all about, and I was getting good at it, too; I learned that I could test logical workflow techniques, albeit untested, on students and they could be the guinea pigs that provide insight on how to revise such techniques or methods; I’ve met great students, who were also great and big-hearted people, who excelled and inspired me in the way that I hoped to have inspired them.
But still: I was getting really hungry for cutting it deep with my craft, and I knew that the longer I spent in teaching, the worst it’s going to get; the less time I’ll have, more frustration, and an ever-deepening situation between what I desire as an artist and what I’ll have at the end of the day.
This week is my first week off the job. The first order was a modelling reel (because it is the easiest to do), and I decided to do “Mardonier”, a character that has been in my chest for over a decade now. Outwardly he is nothing special. But that’s how it is for most of us, isn’t it?
Re-worked the legs a bit; didn’t like the Case backhoe crane design: just didn’t aesthetically fit in with the rest of the stuff. Now I’m trying to bring all the parts together, resizing stuff, extending portions and creating connective elements. Lots of stuff to be done at this point. Most of the stuff is just block-out and now I’m trying to see how helpful this block-out method is going to be. I just want to bring it to a point where I’ve put every possible blocked-out element and then see just how effective it is. Will I end up re-blocking nevertheless? Would it be better to block a local area first, then detail that area? Or block out the whole model and then detail the whole in another pass?
I think I’m just tired right now. Asking all these stupid questions to myself.
Picked up on Freddie Aguilar. But also listening to the John M. Keane’s CSI soundtrack.
As I said I was pretty busy a few days doing my reel. The video below is DBX; I created this model in 2009, but did this scene on and off for the whole of 2010 while I was teaching in Lifeway.
Last few days have been busy, but not busy with my WIPs. I was trying to get a new cut of my reel out to DNEG has I heard they had some imminent openings. I wanted to send my 2010 reel, but my wife wisely – she’s always wise – to include at least DBX. And so I did. But I also thought of including some of the WIPs here. However, I don’t like putting WIPs into my reel, and none of these models are in a stage that I can show them to someone and not blush. So they stay here until they get up to spec. Here’s my latest progress on the Dante, though: further blocking out of the arms and the M2 machine gun placements.
Ammo boxes are out behind the upper arm. Belts will go running from the guns to the boxes.
I think I ended up with too much detail based on my initial idea. I think the problem is that, unlike production, I don’t have a modelling end goal; there is no particular shot I’m modelling for so it’s tempting to load the model with details. When I was modelling I was maintaining edge sharpness as if the model was going to be viewed close-up. I was justifying all this effort with by thinking that I could present the M2 as its own piece. It is a pity not to aim for a high-quality model in any part of the model, but I am sacrificing everything else for it. It’s very tempting though, simply because when I look at my photographic references I can see so much detail in it; you show me details and I’ll be fighting hard not to incorporate it. I’m a bit obsessive, I’ve learned.
Switched through various music, but Sound of Music (especially Edelweiss) was my company yesterday. This morning I switched to the bootleg CSI soundtrack by John M. Keene – not the official soundtrack: that was okay but when I go looking for soundtracks, I mean soundtracks, not a compilation of various artists.
The ubiquitous Browning M2 is used in many countries, and the Philippines is one of them. The M2 is mounted on both vehicles and helicopters.
For Dante I’ve decided that I’m getting rid of the rotary saw and convert the robot into a gun platform, putting in a slew of M2’s (dual?) on the arms and back and make it look a bit crazy; looking forward to finding how the ammunition belts are going to feed. Also, hoping to have time to get an M60 (another old one) GPMG sticking out of the cockpit.
The picture above is my block-out stage. Like the other detailed parts of the robot I don’t plan to detail it to the centimetre because it’s too impractical (resource-wise).
I figured I should just redesign the arm as well. Pulled off some pictures of drilling rigs and designed the shoulder based off that. Right now they’re just the usual blocked-out geometry, but it should be easy enough to detail.
Speaking of detail, I spent a day and a half coding a script that would help me with moving edges along other edges consistently. LightWave Modeler doesn’t have a tool like Maya’s Insert Edge Loop where you can insert an edge at an absolute distance from the nearest edge. This gives you a consistent hardness of edge. However, Maya does not have a way to make this metrically consistent as well; you’d still have to eyeball the edge’s hardness. What I did was a script that records a set distance (defined by selecting two verts; the script measures the distance between those two verts), and then selecting an edge, then running either the A-side script, or the B-side script, or the nearest-side script. Running the side script will bring the selected edge towards a particular side (defined by the order of the selection) in absolute distance from that side edge. (When I get a chance to create a plugins page I’ll upload it.)
(Will also be posting another model I’m improving. It’s a Russian T62 battle tank that I did years ago that I want to reassess. I did it in a fashion that is totally unacceptable for me. But I’m planning on using the geometry (which was done reasonably accurately) and just cleaning up the mesh.)
Yup: here comes the leg. Had initial design hesitations not knowing what to make of it. The problem I have, and it was the same problem I had back when I was doing the movie, was proper scaling and believable parts. That’s why the robots in the movie looked more Mechwarrior than Resiklo; it was easier to block out a whole limb by slapping in panelling or ‘nurnies’. I had added construction-looking braces in keeping with the theme, but for the most part the robots in the movie were more high-tech than it should.
But for my redesign the upper leg is a straight rip from a CASE backhoe arm (construction vehicle). The lower legs were derived from the same; a some supports were ‘welded in’. For now I’ve kept the feet as is, but I will most likely keep with the construction vehicle theme throughout most of the leg because the scale of these parts fit with the size of leg: they are robust enough to be believable and the keep everything within scale.