from the ground up

Green Skies

Doc4

... as I mentioned before. I'm adding this type of tech; specifically vehicle type tech, to the NETERS mythos...
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Render updates ...

LW_boer

This is Lightwave. Sharp and crisp. Can go comic or animation with this look. Minimal post-render work. I had to color some parts in here and there ...

AM_boer

This is Animation: Master. The render did not come out as bright, but that's just a matter of settings ... no big deal. The lines or edges are there. Very little post-render work. Added a layer to the image, and manually drew the shadows.

Hmnn ... it just might be easier to get the kind of render I want in Animation: Master. AM is proving to be able to do what I need it to do...
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It's in the render!

boer-11-16-12

... so, it's all about the render. Lightwave's renderer is superior to Animation: Master's. Animation: Master; in my opinion, allows for a better modeling experience. Especially as it relates to organic things. I modeled the Boer in Animation: Master, and rendered it in Lightwave. I was going for a certain look that I found online. The artist in question uses Maya and Zbrush.

I don't want to use two "big" apps. Hell, it was a pain to get the above spline based model into Lightwave to begin with. I had to flip a bunch of normals, and that would suck to have to do every time I build a new character. I have to figure out a way to duplicate the above render in Animation: Master. I've given myself 6 to 9 months to work in Animation: Master (read), so I still have time. The question is, is it easier to get the above render in Animation: Master, or learn to model with Splines in Lightwave...
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From the Ground Up - Boers

Boer_done

Made some last minute changes. Added more eyes. Flattened out the under carriage. Pretty much satisfied with the overall look and feel. I was able to combine all previous incarnations of my Boer visions...

size

Wanted to get a quick size comparison.

I still need to finish the Boer scout. It will basically have the smaller wasp-like frame modeled earlier in this endeavor. I will use the rear legs from the above Soldier-Boer, and attached them to the Boer scout ... maybe. Lol.

In looking at the Maatan Code unifs, kinda not liking it as much as when I originally fashioned them. Gonna have to do something about that. But ... next up, Kek's ship.
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The Boers are coming - part IV

Boer

htp (peace)

Color pattern ... down. I can add any type of decal to the color pattern that I want; textures, you name it. Legs attached. I changed the leg arrangement. I decided to use the legs originally slated for carrying the body as the for-legs, and what I thought of as the rear limbs, I decided to use them up front. Anyway, legs ... done.

Pulled the antennas back. Overall the Boer has a kind of giant crab/insect look. Learned a lot. Still have to bone 'em. But pretty much done with the modeling part. I plan to play around with various textures to see what I can do if I want to do some photo real stuff later on. Should work with the vector style found in the comic though...

Boer2

... was kind of surprised at how many Boers I could bring onto the scene without the computer slowing down...

Boer3

... still no slow down.

Anyway. Next up is Kek's fan-plan. If you don't know what I'm talking about, then cop NETERS issue zero. The official guide to the Neters universe. read more
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The Boers are coming - part lll

htp (peace)

In the previous from-the-ground-up thread. I added a preliminary pic of a Boer soldier. I lamented about how I didn't like the legs; too spider-like, and that I would be re-modeling the legs before calling the character done.

So that's exactly what I've been able to do...

legs_set2

... the front legs (right), are made for striking; along with the powerful mandibles. The middle and rear legs are larger, thicker, made for carrying a massive exoskeleton. I will make some minor adjustments to the Boer body - specifically the under body. Once the legs are attached to the frame, I'll add bones and call it done.
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The Boers are coming - part ll

boer_test1
insectLegstsInsectsmuscid_fly_brian_valentine_2-500x333

htp (peace)

The above Boer model is far from done. Not that far off, but it needs some basic tuning. Getting my research down has helped me tremendously with this project. I've learned a ton about insect morphology ... things I hadn't noticed about bugs in a life time. That lack of knowledge and observation is what I need to correct in the next few days.

Of the various insect leg types, limbs 4 through 6 from the second picture to your right, are what I envisioned would sprout from the Boers, when I imagined this highly aggressive and organized species.

Another interesting fact that I learned, is that most insect legs are situated beneath them. Or at the very lease, not so spider-like, as I have modeled. Look at the last picture. In nearly every image I have found on the net,
the fast athletic bugs wear their legs more underneath their mid-body. The mid-body, or thorax, is not as cumbersome as the one I have modeled, and the legs are less splayed, and more tucked.

So I have some work to do. I will make the thorax narrower, and flatten the under belly. I will then model the two rear legs such that they look like # 4 OR # 6 on the second picture, and model the forelegs such that they look like a combo of # 5 on the second pic, and the forelegs of the fly on the last pic. I'll have to make them a little thicker too.

Great learning experience! I should have a complete 'from-the-ground-up' new Boer in a week or so.

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The Boers are coming...

Boae3
Old_school_boerOSB2NB1NB2

htp (peace)

Using Animation Master to build my characters from the NETERS story arc is turning out to be a blessing. Modeling with splines is like drawing. Haven't drawn in years, but it's coming back.

I envisioned the Boers as a race of insect-like creatures that appeared as a result of a massive RZR-bloom. They are highly adaptive and live in swarm colonies that overtake huge swaths of land. They devour everything in their path, and are in constant warfare with the Retu-Guardsmen.

Way, way back ... when NETERS was the Infra Project and an online comic, I used a 3D application called Poser for everything. Including making the Boers. I found a 3D ant head obj, used a program that would allow for parts of poser models to be gutted; to give the Boers four-arms, and modeled a thorax, and attached everything to a human poser body (images 1 and 2 to the left). At first I was satisfied, but as I learned more about 3D, I got the bug; no pun intended, to make my own characters from scratch. So I endeavored to do so. This time however, I used a modeling program called Hexagon (images 3 and 4 to the left).

The models in Hexagon turned out a lot better. I was really pleased with them ... thought they were cool and all. I just never got around to finishing them. I think I was really heavy into my novel, and wasn't even sure I'd even return to doing anything with the NETERS story. The third image is a basic Boer scout, and the fourth image was to be a Boer soldier.

Okay ... so the new vision is to somehow combine all versions from past years,and build the new Boer type. Again, AM is a dream to work in.

The following wips are by no means finished, but the process is going where I need it to. Both Boer types will probably sport six limbs. Four for walking and two for their respective purpose. Scouts will have smaller skinnier legs for running, and two even smaller; almost arm-like limbs for grasping. The soldiers will have larger legs for running, and two huge spike-like appendages for striking...

Boer_and_Body

The Boer scout will have a stream-lined, almost wasp look to it. It's built for speed and for manual tasks around the Boer hive. Long antennas for sensory type stuff.

Boer_soldier

The Boer Soldier will have shorter antennas and larger and more powerful mandibles. I will also tweak the body, making it bulkier.
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From the Ground Up - Nommos cont.

n1

htp (peace)

Okay, so the basic texture is complete; that is if I am going to use a feature in Animation Master called 'decals'. Decals are a quick and fast way to apply an image to your model. And it will work for comics and still images, which is what I plan to use Animation Master for. So I'm satisfied with that part.

n8


The cel shading in Animation Master is in my opinion, the best in the business ... or at least second best. I mean the above image looks like a cartoon ... hard to believe its the same model in the previous entry.

Now check out the back...

n7

Textures. Some of the control points aren't textured correctly, and it's hard to line them up when using decals. That sucks if and when I produce animated films. For the fast and messy, decals will work. But If I want that super polished look, then I'm going to have to 'flatten' the model, then paint or attach the texture(s) directly onto the splines. That will give me more control over the texture and how it covers the model. Animation Master has a lot of power under the hood. And I'm learning more everyday. Again, haven't played with this program in six years, but it's coming back to me. As quiet as it is kept, Animation Master is very much like Softimage/XSI.

Next I'll add the bones, and we'll call it done.
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From the Ground Up - Nommos

n5

htp (peace)

Tentacles added. I fixed the proportions ... looks truer to the form and function found in the comics. Gave the tubular "hair" some personality. Still need to finish adding the bones, and texture him.
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From the Ground Up!

Earlier this week, I made a vow. I promised myself that I would basically grab four to five software applications, master them, and begin to produce on the level I know I'm capable of. read more

From the Ground Up -

... where I will build all primary NETER characters from scratch, using mostly Animation Master. No more jumping from program to program. Time to get it done!

So I thought I'd start with the Nommos. They are an enigmatic race featured in the NETERS story arc. I'm familiar with Animation Master. I've "played" around with this app for almost ten years. It's one of the most intuitive 3D apps around, and I generally enjoy working in it.

The following pics are preliminary stages of the Nommos. I'm adding bones to the main body. I still have to add the tentacles, and texture the body. Having fun...

Bone1

Adding "bones" to a 3D model can be time consuming. I'd forgotten that. Oh well ... better get used to it...

Bone2

... the difficult part is when using the bones to move the 3D object, causes all kinds of unpredictable behaviors as a result of the object twisting and turning. Animation Master has a great solution. I can enter into "muscle" mode, and tweak the control points and splines to get a more natural look and feel. More to come...
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