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simpletons
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simpletons // Work in Progress
Post by frank // Apr 1, 2008, 5:14pm
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frank
Total Posts: 709
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I do a lot of drawing. Almost every night before going to sleep I sketch nearly a full 8.5x11 page of little characters. ...all in my childish/minimalistic style. I enjoy this way of drawing so much more than when I was drawing from anatomy books, aiming for realism.
Lately I've been looking at ways to translate these little guys into 3D.
The problem is carying the original quirkyness or essence over into the model. One solution is to simply map the drawing onto a plane, place a plane on top of this (w/ transparency shading set) and add vertices, edges, etc, tracing along the reference plane below. This results in a "2D" character with the exact drawing mapped onto it.
The issue there is I want these guys to have depth. So I played with using them as a reference and modeling basic shapes.
I've attached a pic showing one of the sketches, and the model I came up with based off of it. The model was rendered in tS6.6 using Dribble 1.03.
I think the next step may be to try applying the actual pencil/charcoal texture to the model. Dunno... just experimenting.
This all should be very simple (or so it seems to me) but the challenge is going to be in capturing the sketchy, "wiry" style in the drawings. |
Post by Jack Edwards // Apr 1, 2008, 6:04pm
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Jack Edwards
Total Posts: 4062
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Wow Frank! This already looks great. I love the atmosphere of the render!
:banana: |
Post by splinters // Apr 1, 2008, 11:35pm
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splinters
Total Posts: 4148
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I have done this a few times before Frank, as I too start with sketches then try to recreate them.
Have you tried scanning in the picture you want to use (maybe draw it a little neater as it will be in a final render...I always do) then paint it onto a flattened cube
Then use the polyline tool to trace the outline of the character, extrude your shape then boolean intersect it with the cube. This gives you (effectively) a thick card version of your character. Or you could intersect with a plane for a paper thin version!
Only problem is you have a 2D 'thick' character rather than 3D but maybe that is what you are looking for.
Alternatively, you could do this process wih each separate part (face, head etc.) to make a decoupage style character with more...erm, depth.
Just a thought...I am messing with a similar concept myself....I just made the ear separately here but this is not my sketch. I would draw the arms and ears separately then maybe add a sphere based eye....Mmmm, I wonder what my next project will be... |
Post by Nez // Apr 2, 2008, 1:04am
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Nez
Total Posts: 1102
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Frank
That's looking really great already, I really like the style. In terms of adding depth, you could probably make the character 'thicker' from front to back but would probably need to work in some SDS to keep the edges from getting too sharp? I can't easily tell at the moment, but it looks like there isn't any SDS (or it's very subtle).
With the charcoal textures - perhaps you could scan in some plain shading and manipuate that in photoshop or similar to make some generic textures you could apply and modify for more three-dimensional figures?
From some of your previous images in the Dribble tests and elsewhere, it's obvious you have a real knack for creating great little characters, so I hope your latest experiments work out well and look forward to seeing how they shape up.
NB - as a shameless plug (:o), if you haven't already checked out the latest MMC subject, you (and Splinters) would both be valuable contributors given your previous/current tS work...
http://forums1.caligari.com/truespace/showthread.php?t=5220 |
Post by TheWickedWitchOfTheWeb // Apr 2, 2008, 1:46am
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TheWickedWitchOfTheWeb
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He looks groovy! The cut out paper/card look is not as easy as you first think! It's a style I've been dabbling with for a while (remember Magic Rabbit?). Simply popping onto a plane doesn't give any depth as you say so other methods must be sought. However, I think your translation from 2D to full bodied 3D as shown is fantastic. Looks like he's been made out of cardboard now rather than just drawn on it. Full marks, bravo, etc, etc - can't wait to see more. |
Post by parva // Apr 2, 2008, 3:03am
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parva
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yeah thats the Frank style and I love it! :)
The render has already a filmic mood.
Can you show more of your paper sketches? |
Post by frank // Apr 2, 2008, 3:13am
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frank
Total Posts: 709
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Thanks, Jack!
splinters: Thanks for the suggestions! I've tried the trace-and-extrude method before. The catch there is when it comes time to add SDS, it requires edges to be placed across the character, otherwise it's a mess in the middle, with all those vertices around, and one big face with many sides (ie non-quad). Or even if not adding SDS and simply doing bones/MoS animation... you get artifacts in the character due to not having enough geometry. One trick I've found is to start with a single-sided plane and do the tracing, add edges across, and THEN extrude, add a face to the back, and mirror. I may revisit that concept. Thanks again!
Nez: Thanks! Correct - there's no SDS applied to the character at the moment. It would require adding some edge detail around the corners so that it stays mostly sharp, but with a more slight rounding at the outside edges when SDS is applied.
Thanks, TheWitch! Yes, I certainly remember the rabbit render (fantastic!). Thanks!
Thanks, Parva! Sure, I can add more pictures of the paper sketches! |
Post by trebs // Apr 2, 2008, 9:16am
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trebs
Total Posts: 62
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oooh, I like that Frank...
Stuff the sketches, you've got a good start there, keep the cardboard box rolling and.. Get Modelerizin!! |
Post by MadMouse // Apr 2, 2008, 9:18am
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MadMouse
Total Posts: 1069
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Good job Frank. You've captured the little fellow nicely and the lighting is very atmospheric. Good job sir. |
Post by jamesmc // Apr 2, 2008, 9:22am
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jamesmc
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Actually, there are/were some toons in which the characters had no profile when turned completely sideways.
Duckman was one of them I believe and I think there were others - if I can remember them.
Extruded line art works very well in my opinion, since the staging of the character will be mostly from the front or oblique views anyway.
Go for it in the manner that best suits your style.
No sense in re-inventing "gumby" just do it your way Frank. :) |
Post by frank // Apr 2, 2008, 10:30am
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frank
Total Posts: 709
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Thanks Trebs and MadMouse!
jamesmc: I did think about that - for "paper" characters, who would actually only be visible in front-on shots and have no profile at all. However, I thought it through and certain actions (ie. running) wouldn't translate well, unless you have different models to swap out during the animation. For instance, one for front-on and one for side profiles. This is like the traditional paper cutout stop-mo style. (Henry Selick's Slow Bob in the Lower Dimensions is one that comes to mind) In the end I figured managing and swapping various rigs would be too cumbersome. I really appreciate the feedback! |
Post by frank // Apr 2, 2008, 3:57pm
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frank
Total Posts: 709
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Here are some images from another test. I've included the original sketch, grab of the 3D mesh in trueSpace, and two renders with the character.
I like the look, but think it would be much better with some little sketchy bits here and there - esp. around the edges - .... kindof like pencil marks that run past the object and stick out. Hrm... can't think of the best way to describe it.
Also, the area around the goatee isn't really done properly. Acually that part, and other hair, (not added) would be good as separate objects. Oh, and the limbs aren't there yet.
Again, rendered in tS6.6 using Dribble 1.03. Post - DOF Pro 2. |
Post by Jack Edwards // Apr 2, 2008, 5:17pm
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Jack Edwards
Total Posts: 4062
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I really like the style on this Frank! I think having the eyes as geometry like in the early example worked out well. The goatee might be good done like paint brush bristles glued on.
The cardboard cutout look definitely works for this. :) |
Post by W!ZARD // Apr 3, 2008, 4:25am
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W!ZARD
Total Posts: 2603
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As someone with a love of detail and complexity I find the simplicity and effectiveness of these guys totally awesome. Great job Frank - and I love the name too, 'Simpletons' is ...simply perfect! |
Post by Emmanuel // Apr 3, 2008, 4:50am
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Emmanuel
Total Posts: 439
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It is a lovely design. Good luck on that project Franck.
Since I guess you will use Dribble to render because of its "movie texture" look, it could be a perfect teaser for Dribble too :)
BTW, I just rendered this hair box (http://forums1.caligari.com/truespace/showpost.php?p=64275&postcount=8) in Dribble and, yesss, we really need a good hair system that works both in VRay AND Dribble ! |
Post by SiW // Apr 3, 2008, 5:07am
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SiW
Total Posts: 298
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Looking great, Frank (and that's not a bad test either Emmanuel!)
Incidentally, before I started making plug-ins I was working on an edutainment title, with 3D rendered graphics. One of the characters was a paper cutout man, and I used a similar method of overlaying hand drawn outlines over simple geometry. |
Post by frank // Apr 3, 2008, 5:50am
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frank
Total Posts: 709
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Jack: Thanks! Next time I'll have to try geometry eyes as I did with the first one. I'll plan on doing that when I add legs and stuff.
W!zard: Thanks a lot!
Emmanuel: Dribble does render with a noise/texture when using faster settings, and it can be attractive in stills. Often I'll render at higher quality settings and add noise/grain in post (DOF Pro 2 does photometric grain, which looks nice)
SiW: Thanks! Don't suppose you have any pics from that edutainment project...? Sounds like it was from a while back.
All of you guys' comments mean a bunch to me! |
Post by frank // Apr 8, 2008, 3:08pm
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frank
Total Posts: 709
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Mouth test using a floating plane. This is crude and simple (so it goes with the characters - LOL) and really keeps the morale up when modeling mouth shapes, because they are SO easy to do with this configuration. I also incorporate some jaw movement in there.
There are two ways to attach the mouth to the head: Simply use object union (boolean... just be sure the two parts are non-intersected when unioned) The second way would be to attach the mouth as a separate object to the head bone.
I'm playing with another simple mouth setup that incorporates teeth and a tongue. |
Post by W!ZARD // Apr 8, 2008, 4:02pm
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W!ZARD
Total Posts: 2603
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Awesome! It's amazing that something so simple can be so expressive.
Mouth test using a floating plane. This is crude and simple (so it goes with the characters - LOL) and really keeps the morale up when modeling mouth shapes, because they are SO easy to do with this configuration. I also incorporate some jaw movement in there.
There are two ways to attach the mouth to the head: Simply use object union (boolean... just be sure the two parts are non-intersected when unioned) The second way would be to attach the mouth as a separate object to the head bone.
I'm playing with another simple mouth setup that incorporates teeth and a tongue. |
Post by splinters // Apr 9, 2008, 12:18pm
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splinters
Total Posts: 4148
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Love the effect you are getting here Frank. Unique and simple, yet very endearing. Glad to see you got the pencil sketch effect too.
Looking forward to seeing more..:D |
Post by frank // Apr 9, 2008, 5:02pm
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frank
Total Posts: 709
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Thanks, guys!
Here are some trees in the same style. Well, one tree - duplicated. |
Post by Jack Edwards // Apr 10, 2008, 4:01am
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Jack Edwards
Total Posts: 4062
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This has a very organic and cinematic feel to it. Definitely looking forward to following it develop. :jumpy: |
Post by splinters // Apr 10, 2008, 5:09am
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splinters
Total Posts: 4148
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First thing that springs to mind, in mood at least, is early Tim Burton. Shorts like Vincent or those old russian stop motion cartoons from my youth.
Excellent stuff. |
Post by frank // May 8, 2008, 4:46pm
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frank
Total Posts: 709
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A couple more additions. Nothing big - one is an older pic and the other just a combination of the trees and a character. |
Post by spacekdet // May 8, 2008, 6:08pm
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spacekdet
Total Posts: 1360
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You've got it made in the shade. |
Post by Délé // May 9, 2008, 4:15am
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Délé
Total Posts: 1374
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I've always liked your style Frank. It's nice to see a style that's more outside of the box. Great stuff! :D :banana: |
Post by frank // May 9, 2008, 4:57am
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frank
Total Posts: 709
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You've got it made in the shade.
That's how we roll in the south. :-)
I've always liked your style Frank. It's nice to see a style that's more outside of the box. Great stuff!
Thanks, Délé! I hope to be submitting more stuff soon. |
Post by frank // May 15, 2008, 10:06am
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frank
Total Posts: 709
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Still experimenting.
This is a basic tree trunk with volume (as opposed to the flat plane trees posted before). It started as a cylinder primitive with the faces along the length selected in rows and extruded, then tweaked using face manipulation and CK Gamefactory's Magnet plugin. Kinda going for a Redwood trunk look.
The texture is actually a photograph slapped on and UV slightly tilted/scaled until it looked ok. |
Post by frank // May 15, 2008, 10:20am
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frank
Total Posts: 709
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Here's another render. it's the same tree trunk, but at a different angle, displacement ramped up to 11, and color graded a bit differently than the last one. |
Post by jayr // May 15, 2008, 12:54pm
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jayr
Total Posts: 1074
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nice frank, that looks great. what did you have the displacement set to really? i'm assuming the 'ramped up to 11' line is a spinal tap tribute. |
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