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	<title>Webomator Blog &#187; Computer Graphics</title>
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	<description>Swell News, Hype &#038; Hyperbole from the Secret Laboratory at Webomator.com</description>
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		<title>Thrilling Tales: the Morphing Men of Retropolis</title>
		<link>http://www.webomator.com/2011/11/16/thrilling-tales-the-morphing-men-of-retropolis/</link>
		<comments>http://www.webomator.com/2011/11/16/thrilling-tales-the-morphing-men-of-retropolis/#comments</comments>
		<pubDate>Wed, 16 Nov 2011 18:32:36 +0000</pubDate>
		<dc:creator>Bradley W. Schenck</dc:creator>
				<category><![CDATA[Computer Graphics]]></category>
		<category><![CDATA[Thrilling Tales of the Downright Unusual]]></category>
		<category><![CDATA[Works in Progress]]></category>

		<guid isPermaLink="false">http://www.webomator.com/?p=1435</guid>
		<description><![CDATA[What began as a frenzied effort to make a bunch of characters that I can use in crowd scenes for both The Lair of the Clockwork Book and The Toaster With TWO BRAINS has unexpectedly turned into a whole new character creation process and, along the way, a whole new generation of character models. I&#8217;m [...]]]></description>
			<content:encoded><![CDATA[<div style="width:450px;margin-left:25px;">
<p align="center"><img src="http://www.webomator.com/grafx2/blog/retropolis_morping_men.jpg" alt="The new men of Retropolis" width="370" height="380"></p>
<p align="left">What began as a frenzied effort to make a bunch of characters that I can use in crowd scenes for both <em><a href="http://thrilling-tales.webomator.com/the-lair-of-the-clockwork-book/001">The Lair of the Clockwork Book</a></em> and <em><a href="http://thrilling-tales.webomator.com/toaster-with-two-brains-part-one/00_01">The Toaster With TWO BRAINS</a></em> has unexpectedly turned into a whole new character creation process and, along the way, a whole new generation of character models. I&#8217;m excited about this even though I continue to worry about my <em>Thrilling Tales</em> schedule.</p>
<p align="left">Because the object structure of my male heads is different this has meant repeating a lot of the setup work I&#8217;ve done for my women. But I&#8217;ve also done something new and neat that <em>nearly works as planned</em> &#8211; more on that below.</p>
<p align="left"><img src="http://www.webomator.com/grafx2/blog/retropolis_morphing02.jpg" alt="Morphing Character Faces" width="185" height="609" style="float:left;margin:11px;margin-top:0px;margin-left:0px;">It started during the summer with tasks that I sprinkled in between my <em>Clockwork Book</em> illustrations. I created a series of very low resolution clothing objects and used Mudbox to sculpt them into much higher resolution models. Then I exported them in high and, um, <em>less high</em> versions. I completed the materials and textures on the high resolution models, then baked that texturing and the higher res normals into my medium res objects. (I did this in two different image resolutions, so I could switch between textures depending on how large a character appears in a scene).</p>
<p align="left">Since then I&#8217;ve been working on new character heads that use morph targets for their expressions. More importantly, though, I&#8217;ve been working on the <em>process for creating those heads</em> so that it&#8217;ll be much easier to make new ones now, and the results should be much better.</p>
<p align="left">A morphing character head consists of a base object &#8211; the head in a neutral state &#8211; and a bunch of other variations on it with expressions or other changes. So long as the structure of all these  heads is <em>exactly the same</em> you can dial up one expression or another on the neutral head. In effect you have a single head that you can vary as needed.</p>
<p align="left">Some of the things I&#8217;m doing involve changes to the objects. The simplest of those is lowering their resolution. Now, making changes to morphing objects is extremely tricky. You have two choices: either apply those changes to the neutral head <em>after</em> the morphing modifier &#8211; which is perfectly safe &#8211;  or apply the <em>exact same changes</em> to every version of the head <em>before</em> the morphing modifier. Some modeling changes just can&#8217;t ever work on the raw targets. Some work most of the time. Some seem to work all of the time. As I work on my modifiers, I have to test them repeatedly. And it&#8217;s also important that these changes will work in the same way on every new head I make.</p>
<p align="left">But the results are worth it: ideally, I can create any male character head and apply the <em>exact same changes</em> to it. After all that initial work what I have is a much more streamlined system to use over and over again.</p>
<p align="left">Like I said, polygon reduction was the main thing I was interested in &#8211; but as of this morning I have a <em>usable</em> system for doing something completely different.</p>
</div>
<p align="center"><img src="http://www.webomator.com/grafx2/blog/retropolis_morphing00.jpg" alt="How to grow an aviator's helmet" width="480" height="230"></p>
<div style="width:450px;margin-left:25px;">
<p align="left">Switching to morphing heads makes some things more difficult. In the past I designed a style of headgear that&#8217;s very common in Retropolis: a kind of form-fitting cowl, like an aviator&#8217;s helmet, that hugs the head and wraps around the chin.</p>
<p align="left">When my characters were moving their heads and faces through bones, this was no problem. The cowl would be skinned to the same bones as the face and so it would move as the face moved. But the switch to morph targets meant that <em>couldn&#8217;t </em>work any more. The entire face would be moving in a way that the cowl couldn&#8217;t follow automatically.</p>
<p align="left">So what I set out to do was to create an object modifier that would cause the cowl to <em>grow out of the head.</em> However the head moved, the cowl would grow out correctly because it would always be based on the current state of the head &#8211; and remember, that ought to be <em>any head</em>. By doing it this way I could apply the cowl to all the morph targets, if I liked &#8211; they&#8217;d still have an identical structure once this same change was applied to all of them. But along the way I thought of something much smarter.</p>
<p align="left"><img src="http://www.webomator.com/grafx2/blog/retropolis_morphing01.jpg" width="259" height="411" style="float:right;margin:8px;margin-right:0px;">By adding the cowl modifier <em>after</em> the morph takes place I could have my morphing character with headgear; if I <em>turn off</em> that modifier, though, I have the exact same character <em>without</em> the headgear. Slap some hair on the head and I&#8217;ve got my guy both ways.</p>
<p align="left">And it almost works perfectly. I&#8217;ve been referring to my cowl-growing process as &quot;a modifier&quot;, but in fact it&#8217;s <em>two</em> modifiers that get applied in sequence. There&#8217;s still something wrong when I apply the second one &#8211; I&#8217;m finding that I have to finish the process by hand, once, for each new character. But even if I can&#8217;t sort out that problem I have a nearly automatic process for growing a Retropolitan aviator&#8217;s cowl right out of any new male head I make.</p>
<p align="left">Sometimes, I feel <em>really smart</em>. This is almost one of those times.</p>
<p align="left">Now I just need to crank out a few more of these guys before I have to go back to work on the last of the illustrations for <a href="http://thrilling-tales.webomator.com/the-lair-of-the-clockwork-book/001"><em>The Lair of the Clockwork Book</em></a>. There aren&#8217;t as many to do in this batch, but I know they&#8217;re going to be difficult ones. So, you know, I worry.</p>
</div>
<p align="left"><p>Technorati Tags: <a href="http://technorati.com/tag/thrilling+tales+of+the+downright+unusual" rel="tag">thrilling tales of the downright unusual</a>, <a href="http://technorati.com/tag/retropolis" rel="tag"> retropolis</a>, <a href="http://technorati.com/tag/3d+character+design" rel="tag"> 3d character design</a>, <a href="http://technorati.com/tag/morphing+character+heads" rel="tag"> morphing character heads</a>, <a href="http://technorati.com/tag/fun+with+polygons" rel="tag"> fun with polygons</a>, <a href="http://technorati.com/tag/computer+graphics" rel="tag"> computer graphics</a></p>
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		<title>Thrilling Tales: it&#8217;s all about the ladies</title>
		<link>http://www.webomator.com/2011/11/02/thrilling-tales-its-all-about-the-ladies/</link>
		<comments>http://www.webomator.com/2011/11/02/thrilling-tales-its-all-about-the-ladies/#comments</comments>
		<pubDate>Wed, 02 Nov 2011 21:02:33 +0000</pubDate>
		<dc:creator>Bradley W. Schenck</dc:creator>
				<category><![CDATA[Computer Graphics]]></category>
		<category><![CDATA[Thrilling Tales of the Downright Unusual]]></category>
		<category><![CDATA[Works in Progress]]></category>

		<guid isPermaLink="false">http://www.webomator.com/?p=1423</guid>
		<description><![CDATA[Well, it&#8217;s not really all about the ladies; but they&#8217;re what I had to drop into this picture. During this round in which (theoretically) I&#8217;m working on Part Two of The Toaster With TWO BRAINS (while also catching up on a web project) and in which (actually) I&#8217;m building character assets like mad because I [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.webomator.com/grafx2/blog/Thrilling-Tales-Ladies.jpg" alt="Ladies of Retropolis" width="501" height="251"></p>
<div style="width:450px;margin-left:25px;">
<p align="left">Well, it&#8217;s not <em>really</em> all about the ladies; but they&#8217;re what I had to drop into this picture.</p>
<p align="left">During this round in which (theoretically) I&#8217;m working on Part Two of <em>The Toaster With TWO BRAINS </em>(while also catching up on a web project) and in which (actually) I&#8217;m building character assets like mad because I need so many folks in the background for upcoming scenes not only in <em>TWO BRAINS</em> but also in <em>The Lair of the Clockwork Book, </em>while still, truly, catching up on that web project, and &#8211; as I see with some dismay &#8211; constructing overlong sentences that just won&#8217;t die, I have been practically incommunicado because my nose is pressed so firmly into my monitor.</p>
<p align="left">But I&#8217;ve done great, though undetectable, things: I&#8217;ve completely revamped my work flow for creating <em>female</em> character heads, with much greater controls over their expressions, and every one of these new heads uses the same object topology so that if I really wanted to, I could probably morph <em><img src="http://www.webomator.com/grafx2/blog/thrilling-tales-face-morphs.jpg" alt="Face Morphs" width="170" height="684" align="left"></em>them from one character to another. This involved some difficult work over five days &#8211; not counting making the actual heads you see here &#8211; but it&#8217;s the kind of thing that will continue to help me out in the future. The new system worked so well that I even rebuilt my Gwen Hopkins character&#8217;s head completely from scratch, since she has a lot of upcoming scenes in <em>TWO BRAINS</em>.</p>
<p align="left"><em>Male</em> heads, on the other hand, are still ahead of me; I have to redo that preliminary work for them because their object topology will <em>not</em> be the same. But happily I still have the original (though incompatible) data for Nat Gonella&#8217;s head, and I&#8217;ll eventually be rebuilding that one with the new system, too.</p>
<p align="left">But it&#8217;s not <em>all </em>about the heads. I&#8217;ve also finally done some 3D sculpting work that I actually <em>like</em> for clothing. I&#8217;ve turned out a bunch of different base garments and a number of texture variations on them, with more to come, so that you won&#8217;t think everyone in Retropolis shares the same clothes. <em>This</em> new approach involves high and low resolution versions of the garments, where I&#8217;ve built them completely in the higher resolution and then baked their textures and normals into low resolution versions of the same clothing. I&#8217;ll even have the higher resolution clothes there for use in some of my really large renderings.</p>
<p align="left">So this period of a few weeks is just about all concerned with what, in a perfect world, would have been pre-production. I just don&#8217;t have the luxury of doing all that work at a more sensible time, when I&#8217;m not still under the evil eye of my schedule. Because for as long as I&#8217;m doing a serial I am <em>always</em> under the schedule&#8217;s evil eye.</p>
<p align="left">The bothersome thing is that this work &#8211; though it will benefit <em>TWO BRAINS</em> &#8211; is coming out of the <em>TWO BRAINS</em> part of my schedule. The publication schedule for the Clockwork Book makes it a cruel master.</p>
<p align="left">I just need two of me, I guess.</p>
<p align="left">Anyway, it&#8217;s back to more of the same and some other stuff. I ought to get back to <em>The Clockwork Book</em> in a month &#8211; it would be better to do that even sooner. In the meantime, I&#8217;m an asset building machine.</p>
</div>
<p align="left"><p>Technorati Tags: <a href="http://technorati.com/tag/thrilling+tales+of+the+downright+unusual" rel="tag">thrilling tales of the downright unusual</a>, <a href="http://technorati.com/tag/retropolis" rel="tag"> retropolis</a>, <a href="http://technorati.com/tag/3d+character+graphics" rel="tag"> 3d character graphics</a>, <a href="http://technorati.com/tag/retro+future" rel="tag"> retro future</a></p>
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		<title>&#8220;Blik&#8221;, a short film by students at the Utrecht School for the Arts</title>
		<link>http://www.webomator.com/2011/07/08/blik-a-short-film-by-students-at-the-utrecht-school-for-the-arts/</link>
		<comments>http://www.webomator.com/2011/07/08/blik-a-short-film-by-students-at-the-utrecht-school-for-the-arts/#comments</comments>
		<pubDate>Fri, 08 Jul 2011 12:57:09 +0000</pubDate>
		<dc:creator>Bradley W. Schenck</dc:creator>
				<category><![CDATA[Computer Graphics]]></category>
		<category><![CDATA[Found on the Web]]></category>

		<guid isPermaLink="false">http://www.webomator.com/?p=1313</guid>
		<description><![CDATA[Made as the filmmakers&#8217; final project at the Utrecht School of the Arts, Blik is a story told entirely without dialogue and &#8211; because the characters&#8217; faces lack any features &#8211; without the use of any expressions at all. The whole thing is done with an exacting use of body language and as challenging a [...]]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/25475500?title=0&amp;byline=0&amp;portrait=0" width="500" height="281" frameborder="0"></iframe></p>
<div style="width:450px;margin-left:25px;">
<p align="left"><img src="http://www.polderanimation.com/images/blikStill_01.jpg" width="0" height="0">Made as the filmmakers&#8217; final project at the Utrecht School of the Arts, <a href="http://www.polderanimation.com/blik.htm" target="_blank"><em>Blik</em></a> is a story told entirely without dialogue and &#8211; because the characters&#8217; faces lack any  features &#8211; without the use of any expressions at all. The whole thing is done with an exacting use of body language and as challenging a prospect as that is, these folks (now at <a href="http://www.polderanimation.com/index.htm" target="_blank">Polder Animation)</a> pull it off brilliantly.</p>
<p align="left">There&#8217;s something very pleasant about their combination of watercolor-like rendering and their use of light, shadow, and &#8211; at one point &#8211; rain. Very nice work!</p>
</div>
<p align="left"><p>Technorati Tags: <a href="http://technorati.com/tag/computer+animation" rel="tag">computer animation</a>, <a href="http://technorati.com/tag/short+film" rel="tag"> short film</a>, <a href="http://technorati.com/tag/polder+animation" rel="tag"> polder animation</a>, <a href="http://technorati.com/tag/utrecht+school+of+the+arts" rel="tag"> utrecht school of the arts</a>, <a href="http://technorati.com/tag/rendering" rel="tag"> rendering</a></p>
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		<title>Autodesk&#8217;s free Photofly app may bring 3D Digitization to the masses</title>
		<link>http://www.webomator.com/2011/05/28/autodesks-free-photofly-app-may-bring-3d-digitization-to-the-masses/</link>
		<comments>http://www.webomator.com/2011/05/28/autodesks-free-photofly-app-may-bring-3d-digitization-to-the-masses/#comments</comments>
		<pubDate>Sat, 28 May 2011 15:05:53 +0000</pubDate>
		<dc:creator>Bradley W. Schenck</dc:creator>
				<category><![CDATA[Computer Graphics]]></category>

		<guid isPermaLink="false">http://www.webomator.com/?p=1271</guid>
		<description><![CDATA[Next week, Autodesk will be releasing its free photo to 3D application Photofly. This video shows how it works. You&#8217;ll see they&#8217;re getting pretty respectable results without a sophisticated camera setup, so that it&#8217;s possible to take all the photographs for a building model by simply walking around the building, or of a head by [...]]]></description>
			<content:encoded><![CDATA[<p><object width="499" height="284"><param name="movie" value="http://www.youtube.com/v/8YNrQA6eofI?fs=1&amp;hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/8YNrQA6eofI?fs=1&amp;hl=en_US" type="application/x-shockwave-flash" width="499" height="284" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<div style="width:450px;margin-left:25px;">
<p align="left">Next week, Autodesk will be releasing its free photo to 3D application <em><a href="http://labs.autodesk.com/technologies/photofly/" target="_blank">Photofly</a>. </em>This video shows how it works. You&#8217;ll see they&#8217;re getting pretty respectable results without a sophisticated camera setup, so that it&#8217;s possible to take all the photographs for a building model by simply walking around the building, or of a head by moving around the person and taking pictures from a variety of angles without any kind of carousel for the subject or a fixed array of cameras.</p>
<p align="left">The system uses a local Windows application called the Photo Scene Editor to assemble all the reference pictures and submit them to Autodesk&#8217;s servers for processing. Within the editor you can make some changes to your geometry based on entered measurements. Some amount of cleanup is also possible in the Editor. You can see more about the Editor&#8217;s features in the video below.</p>
</div>
<p><object width="500" height="375"><param name="movie" value="http://www.youtube.com/v/g9jU-VUBhSQ?fs=1&amp;hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/g9jU-VUBhSQ?fs=1&amp;hl=en_US" type="application/x-shockwave-flash" width="500" height="375" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<div style="width:450px;margin-left:25px;">
<p align="left">Any system for 3D digitizing gives you some crazy topology that has to be cleaned up. In earlier studio systems this was always combined with <em>way too much</em> geometry; here you can see that the triangular polygons, whose numbers are comparatively restrained, are still constructed with a bit of eccentricity.</p>
<p align="left">The environmental models could probably be used as-is: the same goes for static props. But for character work you&#8217;d really need to retopologize the model so it&#8217;d animate well.</p>
<p align="left">As I&#8217;ve watched these (and <a href="http://www.youtube.com/results?search_query=photofly&#038;aq=f" target="_blank">some other demos</a>), I&#8217;ve been thinking about how well this might work for digitizing costume bits, clothing, and even plants &#8211; naturally draped and shaped objects that are difficult to create with polygon modeling. I think the possibilities for clothing and costume parts are especially interesting, given how many steampunk fans go completely mad with their costume work. Neat!</p>
<p align="left">There&#8217;s recently been a lot of interest in <a href="3d%20scanner%20kinect" target="_blank">adapting Microsoft&#8217;s<em> Kinect</em></a> into homebrewed 3D digitizing systems: but this, which is first of all free, and secondly requires only a digital camera, looks awfully promising. I guess we&#8217;ll find out in a week or so at the <a href="http://labs.autodesk.com/technologies/photofly/" target="_blank"><em>Photofly</em></a> site.</p>
<p align="left"><p>Technorati Tags: <a href="http://technorati.com/tag/3d+scanner" rel="tag">3d scanner</a>, <a href="http://technorati.com/tag/3d+digitizer" rel="tag"> 3d digitizer</a>, <a href="http://technorati.com/tag/3d+modeling" rel="tag"> 3d modeling</a>, <a href="http://technorati.com/tag/autodesk" rel="tag"> autodesk</a>, <a href="http://technorati.com/tag/photofly" rel="tag"> photofly</a>, <a href="http://technorati.com/tag/computer+graphics" rel="tag"> computer graphics</a></p>
</div>
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		<title>Crazy Sales Promotion for Project:Messiah, a State of the Art 3D Animation System</title>
		<link>http://www.webomator.com/2011/02/09/crazy-sales-promotion-for-projectmessiah-a-state-of-the-art-3d-animation-system/</link>
		<comments>http://www.webomator.com/2011/02/09/crazy-sales-promotion-for-projectmessiah-a-state-of-the-art-3d-animation-system/#comments</comments>
		<pubDate>Wed, 09 Feb 2011 16:25:33 +0000</pubDate>
		<dc:creator>Bradley W. Schenck</dc:creator>
				<category><![CDATA[Computer Graphics]]></category>

		<guid isPermaLink="false">http://www.webomator.com/?p=1113</guid>
		<description><![CDATA[I&#8217;ve had an admiring eye on Project:Messiah for several years now. It&#8217;s a sophisticated 3D animation system, though it&#8217;s gradually grown some nice rendering capabilities, too, like sub-surface scattering, global illumination, and a hair system. The latest version is messiahStudio5. In one version or another, the program&#8217;s contributed to a lot of film productions including [...]]]></description>
			<content:encoded><![CDATA[<table width="312" border="0" align="left" cellpadding="6	" cellspacing="0">
<tr>
<td align="center" valign="middle"><a href="http://projectmessiah.com/x6/shop.html" target="_blank"><img src="http://www.webomator.com/grafx2/blog/messiah/AutoRigCreate10.gif" width="300" height="250" border="0"></a></td>
</tr>
<tr>
<td align="center" valign="middle"><a href="http://projectmessiah.com/x6/shop.html" target="_blank"><img src="http://www.webomator.com/grafx2/blog/messiah/Autorig3.gif" width="300" height="218" border="0"></a></td>
</tr>
<tr>
<td align="center" valign="middle"><a href="http://projectmessiah.com/x6/shop.html" target="_self"><img src="http://www.webomator.com/grafx2/blog/messiah/Armatures5.gif" width="300" height="200" border="0"></a></td>
</tr>
<tr>
<td align="center" valign="middle"><a href="http://projectmessiah.com/x6/shop.html" target="_blank"><img src="http://www.webomator.com/grafx2/blog/messiah/PointAnimation.gif" width="300" height="196" border="0"></a></td>
</tr>
</table>
<p align="left">I&#8217;ve had an admiring eye on Project:Messiah for several years now. It&#8217;s a sophisticated 3D animation system, though it&#8217;s gradually grown some nice rendering capabilities, too, like sub-surface scattering, global illumination, and a hair system.</p>
<p align="left">The latest version is messiahStudio5. In one version or another, the program&#8217;s contributed to a lot of film productions including <em>The Tripletes of Belleville</em>, <em>Hellboy</em>, <em>Jimmy Neutron</em>, <em>Ghost Rider</em>, the <em>Harry Potter </em>films and, well, more.</p>
<p align="left">The developers are doing a remarkable thing with messiahStudio5 right now. In a sort of self-built Kickstarter type promotion<a href="http://projectmessiah.com/x6/shop.html" target="_blank"> they&#8217;re offering their software for practically nothing</a>&#8230; but only if <em>enough people </em>sign on to buy at these prices.</p>
<p align="left">So the basic version of messiahStudio5 &#8211; at the moment &#8211; could be yours for $10, while the Pro version is offered at $40. Their normal prices are $499 and $1195, so you can see what I mean by &quot;practically nothing&quot;.</p>
<p align="left">Because it <em>is</em> a promotion your purchase won&#8217;t be completed unless enough people respond. If the promotion fails your money will be refunded and, well, that&#8217;s that.</p>
<p align="left">It&#8217;s easy enough to see that they&#8217;re relying on everyone who wants to get their software at these prices to go out and tempt as many other people as possible, in order to create a viral groundswell. Pretty clever, no?</p>
<p align="left">Messiah&#8217;s strengths are in its<a href="http://www.projectmessiah.com/x6/videos.html" target="_blank"> rigging and skinning</a> system. Since it also functions as a plug-in it&#8217;s possible to use its animation features inside another 3D application like 3DS Max or Maya. It&#8217;s well worth a close look, and you can bet that it&#8217;s not likely to be available at <a href="http://projectmessiah.com/x6/shop.html" target="_blank">these prices</a> for very long. How long? They don&#8217;t seem to say. But a graph on the sale page shows how close they are to the goal.</p>
<p align="left"><p>Technorati Tags: <a href="http://technorati.com/tag/project%3Amessiah" rel="tag">project:messiah</a>, <a href="http://technorati.com/tag/3d+graphics" rel="tag"> 3d graphics</a>, <a href="http://technorati.com/tag/insane+sales+promotion" rel="tag"> insane sales promotion</a>, <a href="http://technorati.com/tag/viral+marketing" rel="tag"> viral marketing</a>, <a href="http://technorati.com/tag/character+animation" rel="tag"> character animation</a></p>
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		<title>Glare: A Post Processing Application for Creating Specular Bloom</title>
		<link>http://www.webomator.com/2010/08/30/glare-a-post-processing-application-for-creating-specular-bloom/</link>
		<comments>http://www.webomator.com/2010/08/30/glare-a-post-processing-application-for-creating-specular-bloom/#comments</comments>
		<pubDate>Mon, 30 Aug 2010 14:36:03 +0000</pubDate>
		<dc:creator>Bradley W. Schenck</dc:creator>
				<category><![CDATA[Computer Graphics]]></category>

		<guid isPermaLink="false">http://www.webomator.com/?p=892</guid>
		<description><![CDATA[Guillermo M Leal Llaguno has released version 1.00 of a stand alone, post processing program called Glare. The program&#8217;s loaded with options for specular blooms, rays, and other effects. From its demo video it looks like Glare offers all the fine tuning you could ask for: you can view and adjust which highlight levels should [...]]]></description>
			<content:encoded><![CDATA[<p align="left"><a href="http://evvisual.com/index.php?option=com_content&#038;view=article&#038;id=28:glare-v100-released&#038;catid=2:c&#038;Itemid=10" target="_blank"><img src="http://www.webomator.com/grafx2/blog/glare_specular_bloom.jpg" alt="Specular Bloom in Post Processing" width="250" height="278" border="0" style="float:left;margin-right:7px;margin-bottom:7px;"></a>Guillermo M Leal Llaguno has released version 1.00 of a stand alone, post processing program called <em><a href="http://evvisual.com/index.php?option=com_content&#038;view=article&#038;id=28:glare-v100-released&#038;catid=2:c&#038;Itemid=10" target="_blank">Glare</a></em>.</p>
<p align="left">The program&#8217;s loaded with options for specular blooms, rays, and other effects. From its <a href="http://vimeo.com/14505374" target="_blank">demo video</a> it looks like <em>Glare</em> offers all the fine tuning you could ask for: you can view and adjust which highlight levels should get the effect and view those selections and their effects either alone, or overlaid on the source image(s).</p>
<p align="left">Using a stand alone application like this means that the effects can be tweaked and changed at any time after rendering &#8211; nice! &#8211; and because the program will work on image sequences you can add blooms to whole animations without having to re-render a thing.</p>
<p align="left">I&#8217;m thinking about renderings here, but I guess it might not be obvious that this works equally well with video footage.</p>
<p align="left">The final bits of the <a href="http://vimeo.com/14505374" target="_blank">demo video</a> show some of the possibilities for compositing <em>Glare&#8217;s</em> edited frames with the original frames of an animation.</p>
<p align="left">At <a href="http://evvisual.com/index.php?option=com_content&#038;view=article&#038;id=28:glare-v100-released&#038;catid=2:c&#038;Itemid=10&#038;limitstart=7" target="_blank">US $50</a> it looks like a great tool to add to the toolbox.</p>
<p align="left"><em>(Via <a href="http://www.maxunderground.com/archives/011550_glare_v1_00.html" target="_blank">Max Underground</a>)</em></p>
<p align="left"><p>Technorati Tags: <a href="http://technorati.com/tag/computer+animation" rel="tag">computer animation</a>, <a href="http://technorati.com/tag/3d" rel="tag"> 3d</a>, <a href="http://technorati.com/tag/computer+graphics" rel="tag"> computer graphics</a>, <a href="http://technorati.com/tag/rendering" rel="tag"> rendering</a>, <a href="http://technorati.com/tag/specular+bloom" rel="tag"> specular bloom</a>, <a href="http://technorati.com/tag/post+processing" rel="tag"> post processing</a>, <a href="http://technorati.com/tag/compositing" rel="tag"> compositing</a>, <a href="http://technorati.com/tag/glare" rel="tag"> glare</a>, <a href="http://technorati.com/tag/Guillermo+M+Leal+Llaguno" rel="tag"> Guillermo M Leal Llaguno</a></p>
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		<title>Harry Roy Reminds Me That Character Skinning Isn&#8217;t Always Torture</title>
		<link>http://www.webomator.com/2010/08/27/harry-roy-reminds-me-that-character-skinning-isnt-always-torture/</link>
		<comments>http://www.webomator.com/2010/08/27/harry-roy-reminds-me-that-character-skinning-isnt-always-torture/#comments</comments>
		<pubDate>Fri, 27 Aug 2010 15:20:25 +0000</pubDate>
		<dc:creator>Bradley W. Schenck</dc:creator>
				<category><![CDATA[Computer Graphics]]></category>
		<category><![CDATA[Thrilling Tales of the Downright Unusual]]></category>
		<category><![CDATA[Works in Progress]]></category>

		<guid isPermaLink="false">http://www.webomator.com/?p=889</guid>
		<description><![CDATA[My latest trick is to skin the characters not only to bones, but to splines that are (sometimes) also skinned to some of the same bones.]]></description>
			<content:encoded><![CDATA[<p align="left"><img src="http://www.webomator.com/grafx2/blog/Thrilling_Harry_Roy_splines.jpg" alt="Refining character skinning with splines" width="265" height="440" style="float:right;margin-left:8px;margin-bottom:8px;">In spite of what I said yesterday about how much I hate skinning characters to their skeletons, every now and then I do get to smile. My latest trick is to skin the characters not only to bones, but to splines that are (sometimes) also skinned to some of the same bones.</p>
<p align="left">So when Harry&#8217;s chest and waist were getting pulled back and forth between warring bones I extracted some splines from his model, skinned those splines to parts of his skeleton, and  added the splines to the bones that control Harry himself.</p>
<p align="left">Then I adjusted the influence of those splines to even out the skinning and lock down the chest and waist lines &#8211; which are structural parts of his clothing, among other things.</p>
<p align="left">This is a lot like what I&#8217;ve lately been doing with faces. The 3DS Max UI does a lousy job of displaying the splines&#8217; envelopes, but since I can see the results on the model that&#8217;s not a huge problem.</p>
<p align="left">The biggest downside seems to be that if you intend to edit the splines, as I&#8217;m doing in my faces, it&#8217;s not a great technique for animation because it&#8217;s hard to keyframe the shapes of the splines*. I guess you could create morph targets for the splines, which is a thought, but I so rarely do animation that I&#8217;m not worrying about that for now.</p>
<p align="left">One reason this might be nice for animation, though, is that you can use the splines to simulate the way surfaces like skin or cloth slide over the more rigid surfaces they cover. That&#8217;s sort of what&#8217;s happening here already.</p>
<p align="left"><em>*Oh, there might be a way, but I don&#8217;t seem to be clever enough to work it out.</em></p>
<p align="left"><p>Technorati Tags: <a href="http://technorati.com/tag/computer+animation" rel="tag">computer animation</a>, <a href="http://technorati.com/tag/3d" rel="tag"> 3d</a>, <a href="http://technorati.com/tag/thrilling+tales+of+the+downright+unusual" rel="tag"> thrilling tales of the downright unusual</a>, <a href="http://technorati.com/tag/character+skinning" rel="tag"> character skinning</a>, <a href="http://technorati.com/tag/splines" rel="tag"> splines</a></p>
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		<title>Memory Lane: Lots of Robots</title>
		<link>http://www.webomator.com/2010/06/30/memory-lane-lots-of-robots/</link>
		<comments>http://www.webomator.com/2010/06/30/memory-lane-lots-of-robots/#comments</comments>
		<pubDate>Wed, 30 Jun 2010 16:48:40 +0000</pubDate>
		<dc:creator>Bradley W. Schenck</dc:creator>
				<category><![CDATA[Computer Graphics]]></category>
		<category><![CDATA[Hodgepodge]]></category>

		<guid isPermaLink="false">http://www.webomator.com/?p=830</guid>
		<description><![CDATA[My friend Glenn Price just showed me something he&#8217;s working on, and that reminded me of Andy Murdock&#8216;s Lots of Robots. I hadn&#8217;t watched it in awhile, and before I knew it, well, that&#8217;s what I did. Now you should too. Andy&#8217;s been pretty busy recently with his work for the National Geographic Channel but [...]]]></description>
			<content:encoded><![CDATA[<p><P align="center"><embed src="http://www.lotsofrobots.com/Web3/MoviePlayMain/LOR_V2QT_ALL/LOR_VolumeTwo.mov" AUTOPLAY=false width="480" height="212"><br />
      </embed></p>
<p align="left">My friend <a href="http://www.zazzle.com/blackchin/gifts?rf=238134783800639800" target="_blank">Glenn Price</a> just showed me something he&#8217;s working on, and that reminded me of <a href="http://www.lotsofrobots.com" target="_blank">Andy Murdock</a>&#8216;s <em>Lots of Robots</em>. I hadn&#8217;t watched it in awhile, and before I knew it, well, that&#8217;s what I did. Now you should too.</p>
<p align="left">Andy&#8217;s been pretty busy recently with his work for the National Geographic Channel but I hope he gets back to this one day.</p>
<p align="left">Sadly it looks like you can&#8217;t buy the DVDs at the moment. <em>You can&#8217;t have mine.</em></p>
<p align="left"><p>Technorati Tags: <a href="http://technorati.com/tag/computer+animation" rel="tag">computer animation</a>, <a href="http://technorati.com/tag/3d" rel="tag"> 3d</a>, <a href="http://technorati.com/tag/robot" rel="tag"> robot</a>, <a href="http://technorati.com/tag/andy+murdock" rel="tag"> andy murdock</a>, <a href="http://technorati.com/tag/lots+of+robots" rel="tag"> lots of robots</a>, <a href="http://technorati.com/tag/cool" rel="tag"> cool</a></p>
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		<title>Tallie&#8217;s Adventures in Pre-Productionland, Continued</title>
		<link>http://www.webomator.com/2010/06/23/tallies-adventures-in-pre-productionland-continued/</link>
		<comments>http://www.webomator.com/2010/06/23/tallies-adventures-in-pre-productionland-continued/#comments</comments>
		<pubDate>Wed, 23 Jun 2010 16:45:33 +0000</pubDate>
		<dc:creator>Bradley W. Schenck</dc:creator>
				<category><![CDATA[Computer Graphics]]></category>
		<category><![CDATA[Thrilling Tales of the Downright Unusual]]></category>
		<category><![CDATA[Works in Progress]]></category>

		<guid isPermaLink="false">http://www.webomator.com/?p=817</guid>
		<description><![CDATA[Okay, I got that out of my system. I finished up Tallie&#8217;s brown hair, which will end up on somebody&#8217;s head someday, but then I wheeled her back into the shop. As I textured her I started with the fabrics, which led to the complexion, which led to the hair; and when I&#8217;d reached the [...]]]></description>
			<content:encoded><![CDATA[<p align="left"><img src="http://www.webomator.com/grafx2/blog/thrilling_tallie_blackbob.jpg" alt="Tallie's a changeable girl" width="335" height="498" style=float:left;margin-right:12px;margin-bottom:9px;">Okay, I got that out of my system. I finished up Tallie&#8217;s brown hair, which will end up on somebody&#8217;s head someday, but then I wheeled her back into the shop.</p>
<p align="left">As I textured her I started with the fabrics, which led to the complexion, which led to the hair; and when I&#8217;d reached the end of that road she wasn&#8217;t quite who I thought she&#8217;d be when I started. Sometimes that&#8217;s good &#8211; characters often know themselves better than we know them &#8211; but this time, I think, I&#8217;d just put the cart before the horse.</p>
<p align="left">So here&#8217;s much more the Tallie I thought I was making when I started her. I had an interesting time with her skin tones &#8211; it&#8217;s so easy for pale skin materials to end up looking dead &#8211; but eventually I came up with something that I like (again!) using very much the same techniques as the earlier version. The paler areas have a surprising amount of blue in them, to suggest that translucency you need in skin that&#8217;s not undead. So today&#8230; this is what I like <img src='http://www.webomator.com/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> .</p>
<p align="left">One other thing I know about Tallie is that she&#8217;s quite fond of hats. Happily this hair will adapt to headgear a lot better than the other.</p>
<p align="left"><p>Technorati Tags: <a href="http://technorati.com/tag/thrilling+tales+of+the+downright+unusual" rel="tag">thrilling tales of the downright unusual</a>, <a href="http://technorati.com/tag/retropolis" rel="tag"> retropolis</a>, <a href="http://technorati.com/tag/tallie" rel="tag"> tallie</a></p>
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		<title>Character Update on Tallie &#8211; Hair, Freckles, Vertex Colors and Me</title>
		<link>http://www.webomator.com/2010/06/21/character-update-on-tallie-hair-freckles-vertex-colors-and-me/</link>
		<comments>http://www.webomator.com/2010/06/21/character-update-on-tallie-hair-freckles-vertex-colors-and-me/#comments</comments>
		<pubDate>Mon, 21 Jun 2010 15:12:27 +0000</pubDate>
		<dc:creator>Bradley W. Schenck</dc:creator>
				<category><![CDATA[Computer Graphics]]></category>
		<category><![CDATA[Thrilling Tales of the Downright Unusual]]></category>
		<category><![CDATA[Works in Progress]]></category>

		<guid isPermaLink="false">http://www.webomator.com/?p=812</guid>
		<description><![CDATA[Here&#8217;s an update on Tallie, that new character I&#8217;ll be using in the Clockwork Book stories. I had some adventures with her hair, which I now sort of like &#8211; it&#8217;s sculpted with Mudbox, which is something I haven&#8217;t done with hair before. I just about always do some retouching on my characters&#8217; hair, so [...]]]></description>
			<content:encoded><![CDATA[<p align="left"><img src="http://www.webomator.com/grafx2/blog/thrilling_tallie_vertex_colors.jpg" alt="Vertex colors for skin tones" width="258" height="542" align="left">Here&#8217;s an update on Tallie, that new character I&#8217;ll be using in the Clockwork Book stories. I had some adventures with her hair, which I now sort of like &#8211; it&#8217;s sculpted with Mudbox, which is something I haven&#8217;t done with hair before. I just about always do some retouching on my characters&#8217; hair, so my goal was to come up with something that&#8217;d <em>nearly</em> work.</p>
<p align="left">Which might be a larger lifetime goal than I realized when I started to type that sentence.</p>
<p align="left">Anyway, one of the things I like best about Tallie is the way I constructed her skin material. It&#8217;s based on two copies of a <a href="http://www.darksim.com/Repository/na_Skin/" target="_blank">SymbiontMax</a> material (&quot;Human&quot;).  The first skin material&#8217;s pale, while the second one&#8217;s freckled.</p>
<p align="left">I&#8217;m masking between those materials using vertex colors. You can see Tallie&#8217;s vertex colors in the lower left image.</p>
<p align="left">All the heavy lifting for the vertex colors was done by baking in the lighting from an overhead light source. (In Max, that&#8217;s done with the <em>Assign Vertex Colors</em> Utility.)  I positioned a directional light so that it cast light where sunlight would. That way Tallie&#8217;s more tanned, freckled skin tones show up just where more tanned, freckled skin tones really happen. I touched up the vertex colors around her throat and on her hands, but other than that it&#8217;s a pretty simple simulation of the way her skin would really be affected by the Sun. Neat!</p>
<p align="left">Then a painted material gets masked on to affect her lips and eyebrows. But apart from those details her skin&#8217;s completely procedural.</p>
<p align="center"><img src="http://www.webomator.com/grafx2/blog/thrilling_cb_tallie2.jpg" alt="Tallie, the assistant to the Clockwork Book" width="328" height="564"></p>
<p align="left">Now, I regret to say, I have to skin her to a skeleton. That&#8217;s the part of character work that I always dread. But first&#8230; the lawn! I dread yardwork slightly less than character skinning.</p>
<div style="display:block; width:501px; height:33px !important; clear:both;"><img src="http://www.webomator.com/grafx/sp.gif" width="501" height="33"></div>
<p align="left"><img src="http://www.webomator.com/grafx2/blog/thrilling_tallie_brunette.jpg" alt="Tallie's hair - another version" width="287" height="287" align="right"><strong>Update:</strong></p>
<p align="left">This comment interested me enough that instead of skinning the character (which I know sounds awful; that&#8217;s just what it&#8217;s called) I&#8217;ve been modifying her ridiculously complex hair material to see what kind of brunette Tallie would make. I find that I also sort of like this version, and maybe more than I sort of like the original one.</p>
<p align="left">I also established that the best example of a brunette (brunet?) in <em>Trapped in the Tower of the Brain Thieves</em> is wearing aviator&#8217;s headgear, so you never actually see his hair.</p>
<p align="left"><p>Technorati Tags: <a href="http://technorati.com/tag/thrilling+tales+of+the+downright+unusual" rel="tag">thrilling tales of the downright unusual</a>, <a href="http://technorati.com/tag/clockwork+book" rel="tag"> clockwork book</a>, <a href="http://technorati.com/tag/3d+character" rel="tag"> 3d character</a>, <a href="http://technorati.com/tag/vertex+colors" rel="tag"> vertex colors</a>, <a href="http://technorati.com/tag/materials" rel="tag"> materials</a>, <a href="http://technorati.com/tag/hair" rel="tag"> hair</a>, <a href="http://technorati.com/tag/mudbox" rel="tag"> mudbox</a></p>
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