CompuServe Thread

#Amazing Torso JPG

40 messages in this thread
#157747From: Schreiber InstrumentsMar 8, 1995 9:18 AM
Andrew- Call me at 1-800-252-1024 … you should have been shipped 1.01c automatically? BTW have you seen the female nude made with the upcoming release 2 of MetaREYES. They put it in Showcase for some unknown reason. This is possibly the best human model I have ever seen! It shows a side by side of the balls and the final image. Check it out! Scot
#157758From: Yost GroupMar 8, 1995 10:21 AM
Scot, I've just asked Javier to re-upload it to DL1 here, and I've asked the sysops to merge it in DL1, so it'll be in both SHOWCASE and ASOFT. It's an amazing image! – G
#157830From: Schreiber InstrumentsMar 8, 1995 5:34 PM
Thanx because I didn't want this piece of "art" to go unnoticed! Scot
#157831From: Yost GroupMar 8, 1995 5:35 PM
I'm sure it's going to be VERY noticed… ! – G
#157776From: John StetzerMar 8, 1995 12:07 PM
Hi Scott! >>Check it out! Did, and it sure impressed the h*ll out of me!!! Really impressive. John Stetzer JWS
#157832From: Schreiber InstrumentsMar 8, 1995 5:36 PM
The work was done by Jose Maria in Spain (Infografica), he did the Ramses model that was around at Siggraph time and on our current flyer. What do you think make a nice poster eh? Do you think they would let us put it in the Multimedia partner catalog without censorship? Scot
#157842From: John StetzerMar 8, 1995 6:31 PM
>>make a nice poster eh? ;^). >>without censorship? Probably not; shame, too, 'cause it does really show what it can do. Almost makes me wish my current dragon was a metaball monster :^). Very nice indeed. Hope to get to see you again at this year's Siggraph. John Stetzer JWS
#157924From: Yost GroupMar 9, 1995 1:17 AM
I can't see why anyone would censor it. It's just a figure study — not lascivious at all. hmmm…. Given the PC tide, I suppose anything is possible. – G
#158107From: Paul LempkeMar 9, 1995 11:24 PM
Scot, Is there anything that you can say about the nude that demonstrates any version 2.0 features? It looks like the same primitives and color assignments, although I am missing the relationships of some of the features to the metaball model . . .hmmm. I am curious about the texture mapping on this image -how was that done? -Paul
#158144From: JAVIER REYES MORENOMar 10, 1995 4:01 AM
Hello Paul, You are right about the image. There is something you have lost if you are used to release 1.0. The name of that is GROUPPING. With that you can specify groups of metaballs (with mnemonic name , like FINGER or something) that will melt among them but wont melt with other groups (i.e. other fingers) A metaball can belong to several groups thus allowing complex intersections (the finger will melt with the palm, but not with the other finger). Besides that , that image uses painted bump & color maps. The color map is mainly the tan distribution and the bump marks the details in the neck and the navel. Those details could have been perfectly modeled (there are other small detailed parts fully modelled) but texture was faster. and That's all. I grant you that once you have the model (and you will get it for free with your upgrade) all you will have to do to repeat the render will be: MESH GENERATE- TEXTURE REGION FIT TO THE CORNERS – RENDER -Javi
#158189From: Yost GroupMar 10, 1995 9:24 AM
The texturing is TRULY amazing, Javier. I've never seen such accurate texture coordinate application on a metaball-based model. The melt-among-groups feature will also be a boon to anyone doing complex models. When is this version scheduled to ship? – G
#158267From: JAVIER REYES MORENOMar 10, 1995 4:31 PM
Hello Gary, Release 2 wil be shipping in less than a month. Jose is preparing more fine models to be included with the product. -Javi
#158293From: Yost GroupMar 10, 1995 8:00 PM
Good luck getting it out the door, Javi! – G
#158334From: Paul LempkeMar 10, 1995 11:20 PM
Hello Javier, Good work! I've been enjoying working with Metaballs ver. 1 and can well appreciate the value of grouping -sounds a bit like smoothing groups. I _was_ puzzling over the detail in the neck -bump mapping! Very good -Did he have a beta version of Meshpaint 3D to create the maps or what?! Looking forward to version 2. -Paul
#158493From: JAVIER REYES MORENOMar 12, 1995 8:39 AM
Hello Paul, Thank you for your comments. Regarding bump map it wasnt painted with 3D paint. The procedure was to make a render without texture of the model and use it within the paint program, painting over it. Once you see the textures you will realize that detail. -Javi
#158565From: Paul LempkeMar 12, 1995 8:23 PM
>>The procedure was to make a render without texture of the model >>and use it within the paint program, painting over it Sounds like a good technique. If you used planar mapping wouldn't she have nipples and pubic hair on her back? When I get the new version, I'll definately what to put her on a turntable and check her out. -Paul
#158875From: JAVIER REYES MORENOMar 14, 1995 11:05 AM
That sounds much like voyeurism!. Regarding textures in the back , you can apply the "detailed" texture only to the front poligons and a less "detailed" texture to those in the back. -Javi
#158366From: John N. JordanMar 11, 1995 8:39 AM
Impressive model there. Can it be animated to walk? (given feet, of course. 🙂 I'd love to see a IK type skeleton for those metaballs to "hang" onto. That would be even more incredible. Nice attention to muscle and bone structure. JNJ
#158495From: JAVIER REYES MORENOMar 12, 1995 8:39 AM
Sure it can. the hierarchies of the spheres are up to the user, so that you can link lines or groups of spheres to articulated 3DS segments without restriction. With AXP MetaReyes generation you would have a different mesh per frame. Or you could Generate the mesh once with the PXP generator and use BONES animation with it. -Javi
#158515From: ALAN IGLESIASMar 12, 1995 11:21 AM
>>Or you could Generate the mesh once with the PXP generator and use BONES animation with it<< This sounds GREAT, Javi. And the image was really something. We all sat around and stared at it for, well, quite a while!<g> -Alan
#158874From: JAVIER REYES MORENOMar 14, 1995 11:05 AM
Thank you Alan, All I can say is , WAIT FOR THE 1200 Metaballs T-REX! I will post it on Friday. Jose Maria is finishing it, and what I have seen is … &%$%&???=/&% !! -Javi
#158962From: ALAN IGLESIASMar 14, 1995 6:46 PM
Wow, bring on the T-Rex! -Alan
#159514From: JAVIER REYES MORENOMar 17, 1995 12:17 PM
We have just posted it! -Javi
#158986From: Yost GroupMar 14, 1995 9:16 PM
Whoa… Jose Maria's T-Res ought to look pretty good with skin that's painted with the Positron 3D paint pxp. Fun stuff… – G
#159515From: JAVIER REYES MORENOMar 17, 1995 12:17 PM
Hello…. I am Jose Maria…. well, my english is so limited that… …oh, what T-REX!!.. but what I really wanted to do was a Fox Terrier… may be in my next life…..uhh ….bye.. T-REX MARIA.
#162314From: Francisco CubasApr 2, 1995 2:10 PM
Hello. you said: <<Whoa… Jose Maria's T-Res ought to look pretty good with skin that's painted with the Positron 3D paint pxp.>> What's Positron 3D paint pxp.? Thanks
#159026From: James M. MurphyMar 15, 1995 1:20 AM
Tutorials Javier, I need Tutorials! Please! Please! These Images a beyond expectations but as a lowly dealer I have to be able to show my clients how to do this…now all I need is you to show me….will we see tutorials anytime soon through schreiber or with the updated software? Waiting in Anxious Anticipation! Murph'
#159093From: Paul LempkeMar 15, 1995 10:57 AM
RE: Metaballs tutorial Murph' I think the documentation covers things pretty well -Metaballs is simplicity itself: 1. create sphere -any res will do scale, move, and clone 2. assign colors -to control attraction 3. generate mesh 4. render 5. gawk and repeat -Paul
#159555From: Anne BrownMar 17, 1995 4:42 PM
Javi – The Library file TREXMB.ZIP has been released from the library and will be available after 2AM on Saturday. I get the sneak previews and WOW! Don't think I'd want him mad at me! Anne
#158550From: John N. JordanMar 12, 1995 5:35 PM
Sounds very interesting. Congrats on the impressive plug-in. JNJ
#158871From: JAVIER REYES MORENOMar 14, 1995 11:05 AM
Thanks John! -Javi
#158599From: albert waltnerMar 13, 1995 1:29 AM
>> Sure it can. the hierarchies of the spheres are up to >> the user, so that you can link lines or groups of spheres >> to articulated 3DS segments without restriction. Pardon me but I was thinking along the lines of a skeleton with variable depth flesh surrounding the various bones. Then that flesh would move as a result of: a) movement of the skeleton b) forces acting on the flesh, i.e. acceleration and gravity c) containment of the skin d) blockage by other flesh as a limit. That is not too difficult to do, is it? <g> Ok, I know it is not easy but it seems to me it is the way to build a really odd type "character". Any comment?
#159157From: Schreiber InstrumentsMar 15, 1995 3:20 PM
I think that Javier can respond to that as he is the person actually doing the coding. I know that we hope to have preview built in for the release. That is one unbelievable image! Scot
#157864From: Tim c BrananMar 8, 1995 8:03 PM
What is going to be different in version 2 of metaballs? I found version 1 to be a little twitchy when I demoed it for our user group.
#159161From: Schreiber InstrumentsMar 15, 1995 3:23 PM
I think we will be able to better define the features once we have a few weeks of beta. If Javier is willing he can give a basic overview of what he feels will make it into the final release as we are on a tight schedule. Scot
#157941From: Evan Yares [WeirdTM]Mar 9, 1995 3:36 AM
Yep — an absolute knock out. Evan Yares, Design Automation Systems
#157989From: Anne BrownMar 9, 1995 11:13 AM
Scot – I have moved a copy of the METAP2.JPG back into Library 1 of this forum and released it to view. It is truly an amazing image. With ASHOWCASE opening up we will want to have folks uploading their best work to that showcase also. Anne
#158086From: albert waltnerMar 9, 1995 9:32 PM
>> BTW have you seen the female nude made with the upcoming >> release 2 of MetaREYES. Ok, I checked it out and it is interesting but now it is old news <g>. It seems to me that a more direct way of modeling "characters" with various degrees of beeezar-ness is the same way that some of us are constructed, namely with a skeleton and somewhat dynamic surrounding flesh. Is there something like this in the works, or have I already missed it?
#159464From: BITSMar 17, 1995 7:53 AM
Scot, That image IS amazing! How easy would it be to animate this character. Does the metaballs routine allow you to specify regions of influence? If I wanted that woman to reach up and scratch her face, would her fingers merge with her jawline? Are you able to use ALL mapping techniques on the .axp? Thanks, Andy Roberts BITS Corp.
#159635From: Schreiber InstrumentsMar 18, 1995 9:53 AM
The new unreleased version allows for grouping which can head off the merging of balls from separate groups. The final release structure is not yet there we should get Javi to answer as he is driving the code so to speak. Scot