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Dr. Teeth

Posted: Mon Aug 21, 2006 9:41 pm
by Voidmonster
Image
From the books http://www.perilouspress.com/books.html

(Not the Muppet)

Original image 3000x2400. SL 11, 20 hours.

Anyone else notice that you can get higher quality in a shorter time by rendering at higher res?

Posted: Mon Aug 21, 2006 9:57 pm
by firebird
iiiiiiiiiiiiieeeeeeeeeeek!!!

this thing looks disgusting! but very real indeed!

great work voidmonster! thumbs up! ;)

Posted: Mon Aug 21, 2006 9:57 pm
by RonB
Void,

Looks like ceramic...don't know if you meant that, but it's a great ceramic surface.

Cheers, Ron

Posted: Mon Aug 21, 2006 10:06 pm
by glebe digital
Zak, one day you'll really shock us with a perfectly normal Maxwell interior......remiss of ghouls, torture chairs and oiled invertabrates....... :)
Love it. 8) :)

Posted: Mon Aug 21, 2006 10:07 pm
by JCAddy
I don't know, it doesn't look quite slimey enough to me. It looks like ceramic "as mentioned above"

but great none the less...
keep it up

Posted: Tue Aug 22, 2006 12:26 am
by glypticmax
I am really enjoying seeing this worm evolve before my very eyes.
I like everything about it.
Well, maybe except for the reflection of the emitter. It looks too hard edged to me. Sorta like tape that been put on, then pulled off, leaving the adhesive.
Maybe try something a bit more soft edged like the one below.
Make up a jpg in PS (I've done the jpg>HDR in PS and am happier with the jpg>MXI route), turn it into an mxi in the Viewer, map to your emitter and soften the lighting a bit.
Slimey worms are very cool to see on the Forum. Please post more.[/img]Image

Posted: Tue Aug 22, 2006 8:21 am
by ludi
damn :-)

Posted: Tue Aug 22, 2006 8:49 am
by Voidmonster
Thanks for the great crits, folks!

Alas, the render is as done as it gets at least for a while.

Don't worry Stu, I'm not likely to do anything particularly normal for a while. (Though I did do that CG Talk bottles picture.)

But, because I am a total weirdo, I went to all the trouble of rendering in Maxwell (and at print res, no less!) so that I could arrive at 2 color line art. It was designed to be on a t-shirt. The design that the shirt won't be using is this:

The front of the shirt would have been:
Image

And the back would have been:
Image

The design that's being used still has the A. lumbricoides thing on it, but different text and no M16.

Posted: Tue Aug 22, 2006 8:58 am
by ludi
or: "..This is my....you know ;-)"

Posted: Tue Aug 22, 2006 8:58 am
by sandykoufax
Ooooooooooooooooooops.

Posted: Tue Aug 22, 2006 9:02 am
by glebe digital
Zak, I think that's a great use of MWR to get that line art. 8) 8) 8)

Posted: Tue Aug 22, 2006 9:12 am
by Voidmonster
It gave me exactly what I was after -- namely a lineart look for the 3d model that's indistinguishable from the lineart derived from Colt's promotional photo of the M203 (the name for an M16 with integral grenade launcher).

Of course, when I say it that way, it sounds like there was planning involved on my part. That is a blatant lie. The truth is that I sat down, drew an intestinal worm poorly, decided I needed reference and then proceded to sculpt the damn thing instead of drawing it.

I went overboard with the sculpting. The model is 3.7 million polygons. It uses 3 different 4k textures (color, specular mask and normal map). Due to the AUV tiling of the ZBrush model, the texture maps have 99% coverage -- meaning very nearly every single pixel is used on the model, where more traditional UV maps would have bits of dead space so that the texture was 'human readable'. This texture is profoundly not -- it can only be edited in ZBrush.

Once I had that, I just kind of flailed around a bit until I came up with a way of using some portion of what I'd done.

Posted: Wed Aug 23, 2006 5:44 am
by ricardo
Nuts! :roll:

The shortest path from A to B is a straight line. It may well not be the best one!

Good!