This was really just an excuse to get her inverted and mess around with the hair. The styling still needs a lot of work (I'm still kinda figuring out how best to work those tools), but at least the dynamics work well enough to pull the hair straight down.
Vanessa was actually designed with inflation in mind (from a normal size up to this), so you...
2018-07-24 16:29:19 +0000 UTC
View Post
Yeah... I think this one is pretty self explanatory.
2018-07-24 16:21:30 +0000 UTC
View Post
Yet another render of Vanessa, but from the back.
2018-07-24 16:19:29 +0000 UTC
View Post
Another view of Vanessa from the side.
2018-07-24 16:18:41 +0000 UTC
View Post
Figured it was time to post something that actually resembles content for once.
So without further ado, here's Vanessa's backstory. She'll likely get tweaked and modified quite a bit going into the future, but she'll be one of a few different characters I'll likely be producing content with.
Character bio:
Vanessa is a 27 year old bio...
2018-07-24 16:10:30 +0000 UTC
View Post
Followup to the previous post. The hair style didn't turn out at all like I was envisioning, since it's clipping together pretty badly and the layering doesn't look right at all... Nevertheless, it's marginally less embarrassing from this angle, so at least there's that.
2018-07-17 16:59:20 +0000 UTC
View Post
Just messing around with shaders and trying to get a feel for how the SSS stuff works. Originally this picture was going to have hair, but it was so embarrassingly bad that I landed up turning it off before rendering.
2018-07-17 15:02:19 +0000 UTC
View Post
And now for something completely different.
I'm still here and working on stuff. Rather than making a text only post (which I swore to myself I'd never do), here's something only marginally better- a screenshot of the text only code I'm currently working on for this project (left side).
Long story short, I needed some nodes in the Xpresso g...
2018-07-02 07:20:06 +0000 UTC
View Post
This was just a quick test of the VR camera included with my rendering engine. It should be viewable through any application that supports the over/under format (like Whirlygig).
I'm not entirely sure if there's a demand for VR ready images like this, but they're fairly easy to produce, so it's probably something I'll be looking at doing occa...
2018-06-23 05:32:51 +0000 UTC
View Post
Back view.
Something something dat ass? I dunno what the appropriate meme is these days.
2018-06-18 10:34:27 +0000 UTC
View Post
Just a quick test pose with everything enabled.
Still need to come up with a decent IK based control rig though, since rotating joints manually by hand is a huge pain in the ass.
2018-06-18 10:33:29 +0000 UTC
View Post
Oof.
Setting up a hundred or so corrective morphs is not fun, especially when the UI you're trying to do it through insists on restricting itself to a teeny tiny box that won't take up more than 10% of your screen.
Nevertheless, I think they're all done. Almost every single joint on this model has one or more corrective morphs associated wi...
2018-06-18 09:54:50 +0000 UTC
View Post
Finally finished painting the weights. Next up are the corrective morphs for the joint rotations and rudimentary muscle flexing.
2018-06-18 09:36:17 +0000 UTC
View Post
Just messing around with some hair. This is little more than a Hair object slapped onto a polygon selection cutting out the scalp, some dynamics to help the hair fall downwards, and a quick trim around the face.
Hopefully this system will be good enough to create some simple hair styles going forward. I kinda wanted to try and use simulated hair ...
2018-06-13 14:18:25 +0000 UTC
View Post
Finally started work on the character rig that I'm going to be using for the next little while. Most of the joint work is done, as are all the individual corrective morphs tied to the individual joint rotations.
Still haven't finished the cloth shading stuff, but I kinda got tired of testing that stuff out on a character with no textures or riggi...
2018-06-09 07:34:47 +0000 UTC
View Post
Third render test of the cloth shader with texture support, with yet another fabric pattern.
2018-05-12 11:00:18 +0000 UTC
View Post
Second render test of the cloth shader with texture support, but this time with another fabric pattern.
2018-05-12 10:59:23 +0000 UTC
View Post
Finally got texture lookups working on the cloth shader.
There's still a lot of things wrong with the shader, but it seems like more things are working than not, which I guess is one way to measure progress...
2018-05-12 10:58:26 +0000 UTC
View Post
Success!
At this point, the shader appears to be working reasonably well. It still doesn't support AOVs (for splitting up the diffuse/specular reflections) and a whole bunch of UI related things are hardcoded when they really shouldn't be, but the core BxDF code seems to be working well enough.
It's probably worth mentioning that the swimsu...
2018-05-08 10:44:21 +0000 UTC
View Post
Almost working, but not quite.
This one had a few more issues with the way wi and wo were supposed to be oriented, causing the same issue as the previous picture, but to a much lesser extent. This render was using a different weave pattern as well, creating the illusion of a different kind of fabric (despite the same diffuse color).
2018-05-08 10:27:32 +0000 UTC
View Post
Progress in shader land.
Okay, maybe not. I didn't realize it at the time, but a whole bunch of normal calculations were reversed (or rather, the algorithms I was trying to use expected things pointing in the other direction). This is partially why the interior of the fabric geometry is visible from the outside, which clearly shouldn't be possibl...
2018-05-08 10:21:20 +0000 UTC
View Post
After my last attempt at generating fabric textures fell apart, I decided to change gears and try something else. I've been aware of a nifty cloth shader drifting around the internet for quite some time, though finding support for it in most renderers is fairly rare (probably because it requires the use of external definition files that describe th...
2018-05-08 10:07:36 +0000 UTC
View Post
Here's what that model looks like close up. Note that the fabric textures only contain a group of 25x11 stitches, of which there are clearly more than that in the finished render. There are actually 8 different sets of 7 textures per fabric "patch" (consisting of AO, depth, falloff, alpha, weave_id, normals, and stitch_id textures), all of which ar...
2018-05-08 09:44:46 +0000 UTC
View Post
Here's the result of that system when applied to the swimsuit model I'd previously created. The results weren't too bad, apart from the subtle tiling artifacts still visible along the border of each fabric patch. In this case, the aforementioned fabric textures were randomly tiled across the surface of the swimsuit approximately 80 times along U an...
2018-05-08 09:36:36 +0000 UTC
View Post
These are all the textures that the aforementioned system was capable of rendering out (apart from the diffuse texture, which was was used to define the "dye" or color of the fabric). Each set of textures was designed to seamlessly tile with itself and any others so long as they all shared the same master border seed. This is most evident on the st...
2018-05-08 09:32:58 +0000 UTC
View Post
Here's a view of the same scene, but rendered out from an angle (normally this scene would be rendered out from the top down using a parallel/orthographic camera). In this case I've overridden the shader to show the ambient occlusion output from the scene.
2018-05-08 09:30:33 +0000 UTC
View Post
One of the problems I predicted I might have with this project has to do with the subject of fabric texturing. Early on I knew that I would need to figure out a system for generating high resolution fabric textures, yet this would also need to be done in such a way that I could create new patterns on demand without spending too much time doing so.<...
2018-05-08 09:29:12 +0000 UTC
View Post
Back side of the muffin top model. Sorry about the noise, this one was rendered while I was in a rush so I had the camera samples turned all the way down.
2018-05-08 07:20:12 +0000 UTC
View Post
A somewhat creepy untextured render of the model with the muffin top breasts.
2018-05-08 07:18:35 +0000 UTC
View Post
Rear view. I can't quite remember, but I think this was the first model where the boobs were actually meshed into the body as a single contiguous (albeit extremely inflated) surface.
2018-05-08 07:17:06 +0000 UTC
View Post