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Low Poly People. Full Tutorial in 4 parts.
Posted: 19 February 2013 03:59 PM   [ Ignore ]   [ # 16 ]
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Sci Fi Funk - 19 February 2013 12:54 PM

Yes thanks Dartan for the additional info re: 4 point polygons.

I guess as always the real question is finding the best compromise. When looking at background objects, i.e. far away objects, do they need to be 3d or will 2d (plane with texture map) suffice, etc etc.

However, as I’m not much of a 2D artist I decided early on that I’d use my other skill (programming) to program my way out of trouble. This is why I’ll keep contributing my ideas via mini-series on “low poly” or “fast rendering” etc.

Ooops - More specific explanation:
The four point poly is actually turned off for visibility. It is only used as a narrow path onto which I then use a Surface Replicator.

So, I have a city scene, for example, that is 16 blocks by 16 blocks. Even easier than a vertex object is a plane, so:
*  Drop in a plane and re-size it to stretch all the way across one city block.

*  Re-size it again to be about half the width of a sidewalk. Now it is one city block lond and half a sidewalk wide.
Even if your scene has no sidewalks, guesstimate the proper width.
If you like, you could now add a concrete texture to this, but I usually set mine to simple “Shadow Catcher”.

*  Add a few of walking people to the scene and align them with this plane you’ve just made.

*  Select each person in turn, and change the hotpoint location to be directly at the bottom of their feet. This must be done when the figure is selected, not the hip. An alternate method would be to put each person in their own group (only one person per group) and use the group hotpoint. Either way the hotpoint must be where the sole of the shoe is - so the replicator places it directly on the ground.
***To move the hotpoint, turn on Caps Lock

*  Add a Surface Replicator to the scene, and drag all of the walking people you’ve just added into it.

*  Double-click the replicator to enter it’s parameter settings and select the plane as the surface.
By dropping the people into it, they’ve already been selected for what is to be replicated.
Do not use any random rotation but a slight random scale would add more variation. Remove the check box for “Align to Object”
Play around with the minimum distance setting to determine how many of these people get replicated.

With your new sidewalk full of people, you can generically use this one over and over, by either using a standard replicator and distance measurements, as I described earlier, or simply use Ctrl D to duplicate the whole works - that works well too.
What I do at this point instead, is to create another one with entirely different people for more variety.

Making a few animated sidewalks is easy, it doesn’t require a lot of people either - just use enough sidewalk duplicates or replications to make up more people. The more individual people with individual animations, the more believable the effect.

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Posted: 19 February 2013 04:09 PM   [ Ignore ]   [ # 17 ]
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Sci Fi Funk - 19 February 2013 12:54 PM

Next up is either shaders without textures or effective use of the carnegie mellon bvh library, which ever I get to complete first. I’ll create a separate thread for these.

Awesome! Can’t Wait!

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Posted: 19 February 2013 04:15 PM   [ Ignore ]   [ # 18 ]
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Nice!

I was about to give up on surface replicator (again), in favour of nesting replicators (1 rep per replicator) for precise placement of objects.

However your idea sounds great! It has given me another idea, changing the shape of the surface over time to control the distribution.

Still working on this. Lots of possibilities!

Many thanks grin 

[EDIT]
Well that was a duff idea. Changing the surface size over time of the surface rep re-sizes the people as well. (ahem).
I’ll try a more standard approach then. Perhaps with fenrics ERC plug in I can alter the surface over time, change the pattern (texture) and manipulate paths that way. Again probably an over complication, as most walk loops moving straight ahead are sufficient. I’m just thinking ahead to collisions (people dont all walk at the same pace), rather than using the collision detector, I could make things look more real by planning the path. I’ll come back when I have something more concrete.
[/EDIT]

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Posted: 20 February 2013 04:44 AM   [ Ignore ]   [ # 19 ]
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Dartanbeck - 19 February 2013 11:30 AM

Using the techniques that these tutorials provide can be further assisted with a good collection of the Predatron3d Los Res people. You may find that a few simple, low poly parented props are easier in the end. So using the tools and procedures that Steve is using here, you can simplify the overall difficulty of the process by altering the textures of the low res people, Say, the Low Res14 MU Worker and then going through and removing unnecessary overhead - you may find that figure to be sufficient without further additions, since Predatron made them so versatile.

Additionally, the Millennium People from Daz often have Lo Res counterparts - as I believe Steve has used the lo res M3 for his skeletal rig.

Very nice set of tuorials, Steve at Sci Fi Funk!
Thanks for all of this great insight!

I agree, a “nice set of tutorials, Steve at Sci Fi Funk!”  I’ve been playing around with the V4M4 LOD’s since most of the aniBlocks are made for these figures.  Your workflow works quite well, thanks for sharing.

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Posted: 20 February 2013 05:30 AM   [ Ignore ]   [ # 20 ]
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Pleased to contribute.

Later today I’m releasing part 1 of a 2 part tutorial on how to use the Carnegie BVH files with DAZ/Carrara in conjunction with these low poly people (but works for all DAZ characters too).

It’s part of this workflow but I explain how to get the most out of your animation data (and how to have TONS of walk loops in a single scene).

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