Modeling with Sculptris

A week ago we finished the 4th round of our Original Character Project over at Drawing Meats. Since the original artwork was in 3D I was tempted to use 3D to re-create the character. Long story short: I totally failed and ended up drawing it. I’ll post that drawing up here soon enough, but you can see it on Drawing Meats right now.

Creating that illustration got me back into Blender. My 3D modeling skills have deteriorated since I stopped using Blender back in 2010, but I quickly relearned most of those skills again between a cheat sheet I kept of Blender tips and Googling for info.

Even more recently, I began to play with Sculptris. When I stopped modeling in 3D I stopped looking into the new software being created to facilitate building 3D models. Sculptris is a revelation. It literally changes everything for me in terms of 3D modeling. I did this in two hours:

guystatue2 579x1058 Modeling with Sculptris statue sculptris rendering blender 3D Modeling

I started out by making a head. It was too ugly to be a female head so I turned it into a guy. I wanted to make it look like a fancy stone statue so I created a base for it. If I did this in Blender. For one thing, it wouldn’t look like this. A second, it would have taken a month or two and that kind of turnaround time is unacceptable.

This took two hours.

The bust of the dude is my second try. Here’s my first:

sculptris test1 579x325 Modeling with Sculptris statue sculptris rendering blender 3D Modeling

I rendered this one out in Blender before I realized Sculptris had a renderer of its own. I did this in about an hour after tinkering with Sculptris and making and botching eight different other attempts at modeling a head. In one hour I was back to where I was 3D modeling-wise back in, like, 2004, and this looks better than that.

Best part of all this, Sculptris is free. Once I master it, I might consider buying Pixologic’s flagship product: Z-Brush, which is this but fully featured. On a technical note, there’s one big difference: Z-Brush doesn’t have Sculptris’ dynamic on-the-fly tessellation. You can learn about that on the Pixologic site. You can also sculpt in Blender 2.62 using a multiresolution modifier and their sculpt tools. There are some issues, mainly polygons can get messed up if you push and pull them too much. They’re working on something akin to Sculptris, but I’m not sure when it’ll be ready. I think their branch build server may have a version with it, but I’m fairly happy with this right now.

Some 3D sculpting tips I learned while doing these:

  • Less is more. I did a lot less “drawing” with clay and a lot more pushing and pulling clay around and applying broad brush strokes where they needed to be. When I needed detail then I might draw some strokes in.
  • I also learned to use the crease tool which is great for the lip of the “stone” block and the lips.
  • Inverting the inflate tool is great for nostrils.
  • You can switch into smooth mode by holding down shift while in just about any tool.
  • You can turn off symmetry, but I think it’s a one way street at that point.
  • Sculptris has a pretty decent renderer so I don’t have to export to Blender, but it’s limited to your max resolution screen size. My desktop is 1920×1200 and the render was about that size.
  • the masking tool is what I used to make the hair. I outlined the area below where the hair should be (I just eyeballed it) and then used the grab tool and pulled out a mass for the hair.
  • Go to Youtube and watch speed sculpting videos. You’ll learn a lot.
  • I think I have a stronger reason to study anatomy and muscle groups. With drawing I could kind of fudge it, but honestly I should educate myself better in muscle groups. It’ll help both my illustration and 3D sculpting.

It’s damn liberating to be able to do this in just a few hours and not a few weeks.

 

How Evangelion Inspired Me To 3D Model Again

A friend of mine hadn’t ever seen Neon Genesis Evangelion. I knew that Khara Studios and Hideaki Anno were redoing the 26-episode TV series as a tetralogy of movies. The first movie came out in 2007 and honestly, I just didn’t really care. Evangelion might be the landmark anime that no other anime’s ever even approached in terms of depth and scope, but it was old-hat. I was done with it nearly a decade ago when I decided Shinji was just a whiny little bitch and the anti-hero shtick was boring. Still, there’s things I love about Eva — some of the individual episodes had interesting takes on the monster-of-the-week with Angels coming at Nerv in the form of viruses, angry whales, three dimensional shadows, mirror-moving identical twins, and ambiguously gay classmates who leave the ambiguous part at the door before descending Terminal Dogma to meet Lilith.

We decided to watch the new movies hoping that would serve as a good digest for Evangelion. Suddenly, I found myself getting excited for Eva again. When I was a teenager I was inspired by the Christian-laden mythology and the psychobabble. After watching Evangelion 1.11 I’m more impressed with how they rebuilt the movie’s imagery. After watching so much anime it hadn’t really hit me just how far toon-shaded rendering had come. I could easily tell that vehicles, buildings were redone as full-on 3D models but they were well integrated with the hand-drawn characters. What solidified that mind-blowing-away-ness was watching The Rebuild of Evangelion featurette. It went through how they reconstructed Tokyo-3′s buildings as 3D models and the layers of effects they put over it to achieve the images in the film.

And I thought, “I’m an engineer. I’m an artist. I can do that.”

Just to give you an idea of what’s inspiring me, here’s some screencaps from Evangelion. First up is Tokyo-3. Those skyscrapers are 3D and the houses in front are painted:

evangelion tokyo3 2 300x197 How Evangelion Inspired Me To 3D Model Again

Below is one of Tokyo-3′s buildings as it’s rising out of the Geofront. The staircase for the overhead walkway, the rail guard, and trees are painted. The building is created in 3D and toon-shaded. You can see this scene in Rebuild of Evangelion as they go through the different processes of making this scene. It starts out with some crude drawings of a tree with the 3D elements behind it and then gets refined and various filters and effects are used to create the sunset scene.

evangelion tokyo3 300x197 How Evangelion Inspired Me To 3D Model Again

I’m not sure how much CG is in this shot (I think the Angel in the upper right is CG but most of this shot looks painted), but it is quite an epic view of Tokyo-3:

evangelion tokyo3 3 300x197 How Evangelion Inspired Me To 3D Model Again

As an artist, I’ve shied away from doing 3D and mixing it with my hand drawn work. I have this mental block that says, “It’s cool, but it’s cheating.” I’ve seen plenty of brilliant artists on DeviantArt who have the skills to create amazing art without having to resort to it. I vowed to myself unconsciously that I would never cheat, but now that I’ve seen the Rebuild of Evangelion it’s removed that block from my mind. It’s not cheating to me anymore. I decided I wanted to make cinematic, cel-shaded looking artwork and with that I started exploring my old friend, Blender.

Blender has gone through a great deal of changes since I last used it back in January of 2008. For instance the entire UI has changed. I had long forgotten everything I knew about modeling and rendering with Blender so it wasn’t an issue. I downloaded the latest stable build and got to work learning the ins-and-outs of this new beast.

Without further ado, this is the final rendering at 1920×1080:

superhawke cityscape toon 300x168 How Evangelion Inspired Me To 3D Model Again

I did this as a request for a Deviant Art member. It wasn’t enough for me to just draw his character. I didn’t want another free floating character without a backdrop. I wanted a cinematic look. I wanted a detailed background, toon-rendered, and bigger than life. I drew his character from the position of a camera looking down at her and to reinforce that perspective I decided to create a city to match. I deliberated on how I would approach this for a few days and then decided to go into Blender and just start modeling rudimentary block buildings and came out with this:

oldcity prototype 300x168 How Evangelion Inspired Me To 3D Model Again

I superimposed my finished version of the girl, her name is Superhawke, over top of the first rendering and it served as a crude prototype. From there I built a better city and pulled the camera back to make it appear that she was higher up and floating in the sky above 50 story skyscrapers. The buildings are still fairly low-poly. I used some of Evangelion’s rebuild of Tokyo-3 as a benchmark for various details. I put simple air-conditioning units and water towers on the rooftops to give them more life. I placed some crude trees which were there to show scale and color so I could paint over them in Photoshop later.

This is the final version of that city as it was rendered:

cityscape final 300x168 How Evangelion Inspired Me To 3D Model Again

While I was constructing this city I had begun doing various rendering tests to get down the toon shading.  The first test I did was just to use Blender’s edge rendering with the toon shaded materials. What happens is that some of the lines don’t show up and if you render it to small the lines are thick. I’d have to go into Photoshop and up the levels until the lines were dark enough and I didn’t want to do that since the color would be ruined. The thick lines, bleck. Do not want. I wanted the right colors and sharp, thin lines where I expected them to be. To get thin lines what you need to do is to render out at least 200% larger than your final resolution (which is 1920×1080 for me). In Photoshop I could then resize the image and get my crisp lines. Still, some of the thinner lines don’t show up. I decided the best way would be if I could separate out the line rendering and shading so I could manipulate the lines to darken them and composite everything together.

Well, Blender has a means of doing that when it finishes the rendering, it’s called (wait for it) the compositor. You can basically add nodes and string them together to manipulate the rendered images and layer them together. You can try and combine nodes to create all sorts of effects. To do this you need different render layers. So, one layer had my AC Units with the shadeless materials so I could get the the black lines on a white background. The only rendering options I set on this layer was to do edges. The edge rendering was set to 100. The second layer was my toon shaded version and it had all of the default rendering options checked. To get darker lines I used the RGB curve on the line render layer and increased the levels until the lines showed up and then Blender composites the toon-shaded layer to it using an Overlay mix node.

Here is a line shading test with shadows:

line shading test 300x168 How Evangelion Inspired Me To 3D Model Again

Here’s the blender compositor node setup I used:

blender composite notes toonshading 300x206 How Evangelion Inspired Me To 3D Model Again

click to enlarge

This is the final rendering with both the toon render layer and the lines:

toontest 300x168 How Evangelion Inspired Me To 3D Model Again

So far so good. I figured out a decent way of doing the rendering. Here’s the problem: with my city scene doing the compositing in Blender is going to be a pain in the ass. Basically it means duplicating the geometry and there’s already a lot of geometry for the city. This is what my blender file looks like from the camera’s POV:

blender workspace view 300x236 How Evangelion Inspired Me To 3D Model Again

Doubling that geo to do both layers would tax my machine. I attempted it anyway and it only caused Blender to up and crash during the rendering phase after all that trouble. So it was back to the alternative way: render out the individual scenes for line rendering and the toon shading and composite them in Photoshop. Here’s a grayscale version of the buildings with the lines as composited in Photoshop:

city grayscale 1920x1080 ps composite 300x168 How Evangelion Inspired Me To 3D Model Again

Once I had all of this going there were a few other tests I wanted to try. I wanted to see if I could reflect the sky in some of the buildings but building a skybox, while that was easy, didn’t provide good results. It’s something I still need to explore. I thought of environment maps, but I’m still shaky on how they work in Blender. I even played with ambient occlusion and got this rendering:

oldcity withAO 300x168 How Evangelion Inspired Me To 3D Model Again

I thought of compositing that with my final image, but the AO just doesn’t fit. I wanted cel-shaded coloring and it would make it look too shaded.

One more note, I also tried a version of Blender 2.5 with Freestyle integrated. Freestyle is a Google Summer of Code project to do toon rendering. I thought it would be a boon and solve all my problems. Certainly there are scripts in there that do an amazing job. I found one with the right line thickness and decent enough shading, but alas, it didn’t work out. Everytime I tried to render my city at 200% the resolution it would crash Blender. I tried the parametric line rendering but it didn’t work either. Of course this version of Blender 2.5 is an experimental one, so it’ll be a bit before it’s working well. I thought of going back to an older version of Blender with Freestyle as well, but honestly, it’s a different UI, and I’m not interested in learning it. So this approach was the best way and something I intend to explore further.

As for my friend…we watched Evangelion 1.11 and 2.22 and it left him brimming with questions and no resolution so I picked up the Evangelion TV series and we rewatched that. All I can say is, he’s seen it all now except for End of Evangelion which we’ll watch sooner or later. Those last two episodes of the TV show…painful, utterly painful to watch for me nowadays. Of course, Eva’s probably not best marathoned straight through. Back when I was in high school we did that to a friend. When he watched the last episode he turned to us and said, “I’m never watching anime again.”

Hair!!

The new Jakha particles are a lot better. This is just playing with the particles for maybe 2-3 hours:

head3 hair tn Hair!! blender 3D Modeling

Here’s how it works: You create an initial batch of particles (maybe 25 to 100 hair particles). You then “bake” the particles out — that is they become editable. From there you’re able to enter a particle mode and comb the strands of hair, grow them out, add new ones, remove hairs, cut hairs, etc and stylize them until you’re happy with the output. Towards the end of your hairstyling escapades you can turn on children hair particles that use the 25-100 hair particles you have as a template for how they should grow and conform to the head. That’s 2-3 hours of work. I would say the new Blender hair styling system is really damn good. I look forward to outfitting Albino with stylized fur. icon smile Hair!! blender 3D Modeling

About Hair in Blender…

I take it back… (maybe)

But, if you want to play with hair in blender, get this build:

http://www.graphicall.org/builds/builds/showbuild.php?action=show&id=560 

That is the beautiful thing about open source. GraphicAll.org is a site that builds many different versions of Blender — usually the builders also test them and viola, before there is a new official Blender release, you can be playing with the new tools and technology that the Blender Foundation has to offer. I found a new one with Jahka particles — the programmer is named Jahka I think. He’s redone the entire particle system and give us Blenderites an incredible hair particle system.

Of course they would need it because of the Foundation’s current animated movie project Peach.

It looks a lot easier to stylize hair, so I’m eager to try it out. Maybe I can get something even better than a washed out punk rocker this time. If things work out, I’ll post a new image…

Albino Grimby

My latest work-in-progress. A “bunny rabbit” character that I created with my brother named Albino Grimby — hence my Interwebs nickname. His Interwebs nickname is Grimby Slayer. Here’s what Albino actually is:

albino front tn Albino Grimby blender albino grimby 3D Modeling

A small stuffed animal. He might look cute, but we all know the truth. He’s evil to the core although all he ever wants (porportly) is to bite your face off with his non-existent mouth or get some candy and let it absorb into his body as if he were the blob. My brother and I knew of his fowlness and thusly, his full name is “Albino the Brain Sucking Grimby.” He doesn’t actually do that or anything else. Now here he is in 3D with fur and without fur:

albino composite tn Albino Grimby blender albino grimby 3D Modeling

The fur one, when you look at it closely, isn’t there yet, but I didn’t spend much time on getting the fur to move correctly. The model itself is a work-in-progress. I still need to add details to his paws (hands) and figure out how I want to texture map him or just use base colors and furry-ize him to death. The fur version of Albino has 100,000 fur particle covering his body. I would need to use forcefields and whatnot to get them to stand in the correct way. Might be do-able. I spent all day yesterday familiarizing myself with Blender’s particle system — mainly for doing hair, but that’s really tough. I tried to add hair to my head model (see previous post for bad renders the head model). I managed to get the hair from looking really, really bad to looking like barbie doll hair or a washed-up punk rocker chick after a night of binge drinking and cocaine. I need to improve my technique or there are tools that Blender needs in the barber shop area. I saw that they’re working on some, and I look forward with great anticipation at what the next release of Blender will harbor for hairstyling.

My goal for Albino Grimby is to make him a fully articulate 3D character. So he’ll be modeled, textured, and rigged. Then I can do some animations with him. Like this one:

http://www.paradiseworld.net/animation/albinofly.avi

Notice, though, that the Albino in the animation has a big ole mouth. That would actually be Albino’s japanese brother, “Mangabino.” From there, I’d even like to experiment with him in Blender’s game engine or in DirectX. That might be fun to have a fully articulate character. It would also be great to test him with my OBJ code to ensure that it still works and raytrace him via my homebrewed raytracer.

Where is all of this 3D going? I’m definitely not interested in getting a job as a 3D modeler. I’m quite happy as a software engineering. I’m content with this being a hobby. I’m also happy to support Blender and freeware. If freeware is this damn good, then I say, let’s keep going in that direction.

I’d like to see my characters live in 3D most of all. Especially this one, which is the ultimate goal. (BTW, potentially NSFW.)