CompuServe Thread

#examples of my A:M works

15 messages in this thread
#666From: Kevin ClarkSep 7, 1994 9:05 AM
I finally have a preview of my upcoming 'comicbook Interactive' "The Cheshire Cat Series" to share with everyone. It is available in the Computer Art Forum ( GO:COMART) in library 16 (Visionary Media, Inc). It was created entirely with A:M, including the use of Materials to create a spinning whirlwind/vortex. The complete 'book' will be out this fall. Comments are welcome, -Kevin Clark
#668From: Chris DukeSep 7, 1994 1:20 PM
Kevin, There were quite a few files answering to the Cheshire keyword search. Would you narrow the selection by recommending a few files that you consider to be your best work with AM. While I was in COMART forum I downloaded CCHALL.GIF. Was that image created with AM ? And if so how long did it take you to model all of those interesting characters ? I am also interested in how you made their eyes, did you model them in sculpture or are they image maps or a combination of both ? Thanks for giving me the opportunity to view your work. It is a great help to learn what others are doing with AM. Thanks, Chris D.
#671From: Kevin ClarkSep 7, 1994 6:05 PM
Chris- CCHALL is a still from my upcoming book. CCDEMO.MOV is the quicktime movie showing the intro to the book (52 seconds worth and less than 2meg). All other references to Cheshire Cat are from my earlier (unpublished) renditions of the story, mostly done in paint programs. CCHALL and CCDEMO are created entirely through A:M, with only a little help from paint programs such as Photofinish and PainterX2 for touchup. I've been compiling a library of characters and objects/scenery for the past 8 months. The scenes in CCHALL took about 40 minutes to render ( on a 486/66 through windows) each at 320×240. I then touched up the hair and faces as needed. The eyes are (of course) spheres with a material I call eyeball which has the colorations ( including light veins up close) and specular. I then add a decal of the iris/pupil. I also mapped decals on the face around the eyes and the lips. I considered mapping cheek (blush) and other skin textures but for the time that adds to renders I didn't see it worthwhile for what I'm doing. I appreciate your interest and hope I answered your questions. Feel free to ask more 🙂 -Kevin
#744From: Chris DukeSep 10, 1994 5:41 PM
Kevin, Thanks for taking time to reply to my questions, I appreciate it. And if you don't mind I have a few more. >> The eyes are (of course) spheres with a material I call eyeball which >>has the colorations ( including light veins up close) and specular. I >>then add a decal of the iris/pupil. How do you keep track of where the iris is pointing ? And regarding a sculptural point, could you offer some tips for modeling the nostril wings of the human nose. Most of the humanoid models I have seen don't capture this part of the nose accurately. Any advice ? Lastly, I am curious to know if you created the image KNIGHT.JPG. And if so, were either the background or the reflection on the knight's chest a 3D model or an image map ? I hope my curiosity doesn't prove to be too bothersome. Chris D.
#747From: Kevin ClarkSep 10, 1994 7:06 PM
Chris- Your curiousity doesn't bother at all. 🙂 I enjoy conversing about the genre. The eyes – I map the iris on the front of the sphere, and make sure that is the direction it points when placed in Character (default). Keeping the pivot point in dead center makes it easy to turn the eyes in any direction (constraining them to around 30 helps too). Nostrils – hmmm, it's been a while since a created the nose (since then, I've just taken the same face and manipulated it into new faces). I may attempt to upload an example of a face segment next week – it'll be easier than trying to explain it. 🙂 And finally, yes I created KNIGHT.JPG. The background was created with Vista Pro (only the distant horizon) and the trees and leaf-strewn ground in A:M. The reflection on the knight's armor is actual reflection of the scene. I must admit though, the giant was created using an old Hollywood trick – he's a flat image on a 'cookie-cut' board. -Kevin
#773From: Chris DukeSep 12, 1994 3:37 PM
Kevin, Thanks for the tip on iris placement. Its similar to my solution except for setting the constraint. For what ever reason I never thought to do that. As for uploading an example of one of your noses, that is certainly a generous offer. If you decide to do so I am sure I am not the only one who would be appreciative. You also mentioned that the trees and leaves in KNIGHT.JPG were created in AM. My hat is off to you. Those leaves look organically lush. They must have been a memory killer. Again thanks for your help and I look forward to seeing more of your work in the future. Chris D.
#791From: Kevin ClarkSep 13, 1994 9:29 AM
Chris- I'm uploading a face today, look for it in the library (fingers crossed) Wednesday. The leaves are image maps. I think molding individual leaves would create a better look, but as you said, it would be a memory/time killer. -Kevin
#670From: David JeffersonSep 7, 1994 4:08 PM
I downloaded your CCHALL.GIF from the COMART forum and am filled with admiration for your superb modeling of all those figures. I would love to know some of the technical details, like the equipment you are using. How did you get the hair of the girl in the foreground of the left hand picture to look so natural? David.
#672From: Kevin ClarkSep 7, 1994 6:11 PM
David- I use A:M on a 486/66 and a P90. The only other programs I use with it are photofinsh and PainterX2 ( with KPT2.0 plug-in). I also use a tablet for easier 'painting'. The hair is a mixture of modelled/decalled segments and post touch-up. Even with great maps I find that I need to go back and hand paint the loose strands. I think that helps keep it from looking 'rendered'. I usually do the same to clothing ( adding wrinkles and such). Thanks for your interest. If you get a chance, check out CCDEMO.MOV also in COMART. It's a 52-second movie of the intro to my book – completely created with A:M. -Kevin
#673From: Steve/HASH, Inc.Sep 7, 1994 6:26 PM
Kevin, This sounds fantastic! Would you be willing to upload a few samples into our library here? Steve, Hash Inc.
#688From: Kevin ClarkSep 8, 1994 9:20 AM
Steve- It's not really in my hands. I'll ask my publisher, though. BTW, the CCDEMO.MOV includes the character morph I mentioned to you some weeks ago on the phone. -Kevin
#704From: KEVIN SANDERSONSep 8, 1994 6:28 PM
Hi, Kevin…I downloaded both CCHALL & CCDEMO.MOV and they are very good. Maybe I missed something in a previous message, but did you model the characters as one piece or in parts?…Especially good job on the women! And loved all the motion and dissolves, etc. in the movie. It's amazing how you got so much into such a small file size for it's length. Kevin
#714From: Kevin ClarkSep 9, 1994 9:12 AM
Kevin- Each character is a complete figure (movable limbs, etc). Makes it easier to pose them into the scene ( sitting, walking up/down stairs). The close-up characters are main characters for the story so they have the most detail. Credit for the movie dissolves and compression go to my publisher, Bill Irvine, of Visionary Media (section 16 in COMART). The original animation is 400×300, which will be the opener for the book. -Kevin
#729From: KEVIN SANDERSONSep 9, 1994 10:34 PM
Great stuff…but do you mean also that you modeled them as complete figures in Sculpture, not just in sections that you pieced together?
#738From: Kevin ClarkSep 10, 1994 10:24 AM
Kevin- I always start my models as complete figures in Sculpture, this ensures good skinning. Once the form is complete I cut 'em up into pieces then re-assemble them in Character. BOB is my main source for this technique. Much of 'his' structure is used in my models. -Kevin