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jakegoat Gallery - watchmen

Posted: Tue May 10, 2005 7:33 pm
by jakegoat
Hello folks. This one's 10 hours on a 1.5 GHz proc.
Image

Posted: Tue May 10, 2005 7:39 pm
by rivoli
now this is cool. watchmen really is a great reading, some really great characters in there.

Posted: Tue May 10, 2005 7:41 pm
by Thomas An.
Great texturing !

Posted: Tue May 10, 2005 7:44 pm
by Maximus3D
Neat image! :) funky textures and cool colors in it. Nice work!

/ Max

Posted: Tue May 10, 2005 9:20 pm
by smooth
ohh, i like that smile :) bump is great too and i love this mood, is it physical sky without sun ?

Posted: Tue May 10, 2005 9:31 pm
by jakegoat
Thanks folks... fun with tomato ketchup!
smooth wrote:ohh, i like that smile :) bump is great too and i love this mood, is it physical sky without sun ?
It's a physical sky with sun, but I built and textured a 360deg new york cyclorama which you can just see reflected in the edges of the badge. It was looking way too cheery before, and needed something large and dark to attenuate.

Posted: Tue May 10, 2005 9:32 pm
by otacon
Wow. Bump mapping is superb. Can we see a wire? :D

Posted: Tue May 10, 2005 9:37 pm
by tom
jakegoat! wow... what did you do! :shock: :shock: :shock:
ok ok tell me you took your scanner and laptop on the street and scanned..
oh they tell me they saw you on the streets scanning left to right... :lol: :lol:
Amazing and keytoonish!

Posted: Tue May 10, 2005 9:56 pm
by jakegoat
otacon wrote:Wow. Bump mapping is superb. Can we see a wire? :D
Here ye go:
Image

Tom, Keytoon comparison is praise indeed thanks much! My usual workflow with textures is a little photogrammatic, but here it is:

1) Take a photo
2) Manually matchmove it in 3D (easy as I know the rough height, angle and lens I shot it with)
3) Build whatever geometry I see as simple shapes and create UVs
4) Camera project the photo onto the geometry
5) Bake out a UV version of the texture
6) Image processing program to remove all directional lighting from the photo, fix texture stretch (paint around corners) and finally create bump and spec maps if needed
7) map onto the simple geometry

The benefit of starting with a matched camera in Maxwell is obvious as the units are all correct to start with. With this approach you can shoot the scene from a completely different angle from the captured texture which is desireable, too.

It also means you can just stop and grab a texture without needing your tripod with you everywhere, although I have skiied down from mountains with a tripod on my back before ;) Fun if you don't fall over.

Posted: Tue May 10, 2005 10:13 pm
by tom
jack this is a cool way of reverse engineering the matrix 8)
i know it's not easy but you must send a tutorial for us... on tutorials section maybe.
there are many ways of this technique and some simple applications around,
but the way you do sounds really good for me... quality of hand-made!

Posted: Tue May 10, 2005 10:30 pm
by DELETED
DELETED

Posted: Tue May 10, 2005 11:42 pm
by Mihai
Great pic, sinister mood although personally I would like it more contrasted -film noir - but color look :)

The badge I think should also be more in focus.

Posted: Wed May 11, 2005 12:05 pm
by iker
That's a photo! :shock:

Posted: Sun May 15, 2005 1:57 am
by visionmaster
love the watchmen
love your photo !

Posted: Sun May 15, 2005 2:18 am
by abgrafx3d
now this is photo-real :shock: thanks for the workflow on getting your textures. i've used camera projection in the past but not yet with maxwell.

really like the mood you got going with this image.