What the hell is Gordig doing now?

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  • GordigGordig Posts: 3,437

    An Entrance

    I had to grab Protozoon's new outfit when it was released, despite, on paper, having little actual use for it. Me being me, I immediately tried it out on a number of creatures, before asking myself the big question: "but can it centaur?". To my surprise and delight, the unusually high waistline makes it a near-perfect fit on a centaur, which is a rarity for normal people clothes. It did leave a bit of his belly exposed, though, which was a little unseemly for a man of such distinction, so I modeled a quick kilt and threw a plaid shader on it.

  • GordigGordig Posts: 3,437
    edited September 26

    I really don't understand why I'm having such a hard time figuring out how to make his boots. It's just a matter of finding the right approach. Basically everything else about him is done.

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  • GordigGordig Posts: 3,437
    edited September 27

    And again, no footwear.

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  • GordigGordig Posts: 3,437

    A better rendition of his hair (albeit on an older model from when I was still trying to satisfice with Daz assets).

  • GordigGordig Posts: 3,437
    edited September 30

    This may have to be good enough, because I don't know how to do it any better.

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  • GordigGordig Posts: 3,437
    edited October 3

    This thread inspired me to start messing around with pwToon again. I have a number of toon shaders, but haven't spent a lot of time with any of them, mainly because I've always been more interested in realism than toony images (even when rendering toony figures, to @hylas's eternal discomfort). I used this render of Carina in that thread:

    Immediately after that, I threw Gui into a scene to test the results on a very different figure with a different skin tone. I've also experimented with different hairs, but I don't know a lot about how 3Delight works, so I initially had some troubles with opacity maps. It seems like Nikan hair is resistant to the toon shader for some reason I can't currently ascertain, as it still looks like this, even with all maps removed:

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  • GordigGordig Posts: 3,437
    edited October 5

    So it turns out the way to make boots is super obvious and I was just making things harder on myself for no reason, as I so often do.

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  • HylasHylas Posts: 2,039

    Fascinating to follow your progress...

    I assume you're learning from scratch. What tutorials are you using?

  • GordigGordig Posts: 3,437
    edited October 5
    Hylas said:

    What tutorials are you using?

    Experience.

    To give a more serious answer, I use tutorials only until they tell me something I don't know, then I pause them and mess around with it myself to see what happens. If I don't get anywhere with the new information, I watch a little bit more. I could maybe track down specific tutorials I used, but I'm mostly just experimenting on my own.

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  • HylasHylas Posts: 2,039

    Well, ok, but don't you have to start somewhere?

  • GordigGordig Posts: 3,437

    It really is trial and error far more than anything else. I'm generally very good at figuring out how things work, and I like to mess around with every parameter to see if I can understand what something does. This does mean that I can miss out on certain processes and approaches that are obvious in hindsight, but I apparently consider that a risk worth taking. 

  • GordigGordig Posts: 3,437
    edited October 6

    Oh yeah, I also removed Gui's skin maps and did a few guess-and-checks to find an appropriate skin tone.

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  • GordigGordig Posts: 3,437
    edited October 7

    Made a quickie t-shirt. Let's see if I can finally get a handle on weight mapping.

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  • GordigGordig Posts: 3,437
    edited October 7

    Also, Zuko is basically done until @FenixPhoenix releases their upcoming burn set that has a specific Zuko burn morph and material.

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  • FenixPhoenixFenixPhoenix Posts: 1,712
    Gordig said:

    Also, Zuko is basically done until @FenixPhoenix releases their upcoming burn set that has a specific Zuko burn morph and material.

    It looks great, @Gordig! Did you build the character off of Yuzuru? He looks great! The HD Face Burns for G8M is now on marketing's hands.
  • GordigGordig Posts: 3,437

    Close, Daeshim for Yuzuru, and basically stock except for gold eyes from...Keita? The forumulas for Aang and Katara are a little more complex, if I remember correctly.

  • GordigGordig Posts: 3,437
    edited October 12

    Not very good yet, but I'm nearly done with the composition side of things. Aang will be the easy part, especially after all the groundwork I've done setting the other characters up. I'll need to spend more time with some simpler scenes to get a better grasp of how to render well in Cycles 4D.

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  • GordigGordig Posts: 3,437

    Threw this together for a demonstration in a product suggestion thread. Her foot's clipping through the floor and the sim on her skirt sucks, but that's not what this render was for.

  • WinterMoonWinterMoon Posts: 1,595
    Gordig said:

    Not very good yet, but I'm nearly done with the composition side of things. Aang will be the easy part, especially after all the groundwork I've done setting the other characters up. I'll need to spend more time with some simpler scenes to get a better grasp of how to render well in Cycles 4D.

    Someone's gonna have to pay for all those cabbages! angry I love it! 

     

    Gordig said:

    Threw this together for a demonstration in a product suggestion thread. Her foot's clipping through the floor and the sim on her skirt sucks, but that's not what this render was for.

    I like her style, though!

  • GordigGordig Posts: 3,437
    Gordig said:

    Not very good yet, but I'm nearly done with the composition side of things. Aang will be the easy part, especially after all the groundwork I've done setting the other characters up. I'll need to spend more time with some simpler scenes to get a better grasp of how to render well in Cycles 4D.

    Someone's gonna have to pay for all those cabbages! angry I love it! 

  • GordigGordig Posts: 3,437
    edited October 14

    I may have finally cracked the code on how to make Katara's most iconic hairstyle. As usual, the solution was "stop trying to do everything the hard way, dumbass!".

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  • GordigGordig Posts: 3,437
    edited October 15

    Getting there.

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  • GordigGordig Posts: 3,437
    edited October 15

    Sounds like a book title to me.

    How to Punch a Goat

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  • GordigGordig Posts: 3,437

    Grend'aww

    Because if there's one thing I love, it's not using things for their intended purpose.

  • GordigGordig Posts: 3,437
    edited November 3

    Remaking all the clothing off of base G8M so that it can work within Daz. Aang's outfit is mostly done now, although I need to go back in and fix the armpits, and at some point I should more seriously pursue making JCMs. The sash worked better than I was expecting, using dForce's contraction-expansion ratio to rein in the shirt.

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  • GordigGordig Posts: 3,437
    edited November 4

    Still to do:

    Adjust camera angle
    Fix texture issues on Aang
    Completely rejigger the lighting
    Texture cabbage merchant's sandals
    (Maybe) reposition Aang
    Re-angle HDRI and/or place more objects in the background
    Fill out scene with other characters?
    Replace ground texture
    Fix a couple missing textures for the items that show up as hot pink because of some weird quirk with Cycles 4D.

    Getting there. Still need to spend more time at home experimenting with rendering in C4D, especially where Cycles is concerned.

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  • GordigGordig Posts: 3,437
    edited November 5

    Some things are better.

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  • GordigGordig Posts: 3,437
    edited November 9

    Mutterly Love, for Llola Lane's thread.

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  • GordigGordig Posts: 3,437
    edited November 12

    My Cabbages!

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