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-   -   Sketchy bedroom (https://simplymaya.com/forum/showthread.php?t=10819)

carrot juice 07-03-2004 06:33 AM

Sketchy bedroom
 
1 Attachment(s)
done with toonshade tomcat

hope you like it!

carrot juice 07-03-2004 06:41 AM

1 Attachment(s)
A close-up of the desk area:

dragonsfire 07-03-2004 04:27 PM

Looking good, hard to see with the little light though.

Darkware 07-03-2004 08:06 PM

Yeah, I agree. Your scene looks like it has items in it to make it look real, but we can't see them very well. lol. Keep up the good work.

carrot juice 07-03-2004 08:08 PM

eeh sorry about that, I made these very late at night when everything seems a lot brighter :/

carrot juice 08-03-2004 12:18 AM

1 Attachment(s)
Another couple images in this style:

PFX rain is not the best I know, but it looks a lot like light ink lines which fits well with the style of the peice.

carrot juice 08-03-2004 12:21 AM

1 Attachment(s)
And another view:

strobe7 08-03-2004 05:04 PM

coooooooooooooooooooooooooooooooooool

carrot juice 08-03-2004 11:36 PM

Some more renders, these represent the final technique I think I'll go with, if not the final quality. (they're just a test). I used tomcat cartoon shader for the lines, and tomcat's default shading structure with a small modification. Tomcat's actual surface shading is quite a few notches above standard toon shading with a ramp shader. It uses a completely white blinn (which I changed to lambert) as a shading reference, so any bump/spec/color put on this will show up on the model, shaded with (in the case of bump) or combined with (in the case of color) the ramp.

to get the images here, I put a grayscale image of a scan of an oil-painted solid color, to capture the richness of real traditional media. ( I got this technique from Yves Dalbiez). I then made the ramps color transition from blue at the bottom to a narrow red strip to a light yellow-orange. The result is very similar to the usual style of ramp cartoon shading, except with texture (from the grayscale image) that makes it look like it was actually painted. This looks really cool when animated; you know it can't be really painted because of the complexity, but it looks like it is (if done right). I think this might just be that not-quite realistic not-quite-handmade appearance I have been searching for.

The UV maps are nowhere near complete, I know there are messy transitions and seams all over the place. I'll fix those later.

http://img15.photobucket.com/albums/..._contrasty.jpg


http://img15.photobucket.com/albums/..._contrasty.jpg

vedic kings 08-03-2004 11:58 PM

Hey I like it, look kool:)

MainlineX 12-03-2004 04:10 AM

Cool Style!

carrot juice 13-03-2004 09:00 AM

thanks for the comments people! I'm currently working on a method of making the lighting follow the contour of the brushstrokes so that the shading will seem painted rather than smooth. Here's what I've got so far:

http://img15.photobucket.com/albums/...color_blob.jpg

http://img15.photobucket.com/albums/...p_desk_top.jpg

I'm mapping the paint texture (which is grayscale) at a bright setting as the color gain of the ramp, and a nearly black version of the texture as the color offset. I'm also sticking it in the diffuse channel of the shading ref preveously mentioned, which is the main component of this technique.

Nailed 15-03-2004 09:54 PM

Woah.... Great images, nice modeling. I'm definately going to check out that toon shader. Link for the lazy like moi: http://www.toonshade.com

troy 16-03-2004 03:36 AM

Cool
 
Dude that is really cool

Troy

carrot juice 16-03-2004 07:39 PM

Thanks troy, glad you like it. If anyone has crits I would really like to hear them, because I know that I need them! come on people, tear it to shreds...

Nailed: yeah, it's by far the best available for maya, and the price is absolutely phenomenal ($90). I guess they didn't feel they could charge very much for something that didn't actually have it's own drawing system thing (it just uses maya PFX for the lines, a great idea because you can make it look sketchy by using tubes). It's edge-detection is where it really shines, you can even place locators ( a kind of influence-object thing) to control any specefied line attribute (thickness, accuraccy, density, etc) in a certain area of your model. You can even harden the normals on an edge to make a line there.


Man I sound like a salesperson.


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