Thursday, December 24, 2009

Adding the missing features...








That shawl was still very tricky to pull off, so I did some improvising. Using Maria's research (and a bit of creative improvisation...which I hope wasn't too dangerous), I tried to approximate what the wrapped dress might look like underneath the shawl (pulled over the shoulders and pinned). This actually might have worked out nicely for me, since a shawl would have covered her belt and bag. Now everything can still be seen. :-) Also, I added her sandals based on the Poma illustrations (I remember looking at some in Anne's collection, but she never gave me the pictures...so again, more creative improvisation). Over the next couple days, I'm going to incorporate these shots into a semi-interactive Javascript webpage that will let the user mouse over certain clothing items and have them light up on some Poma illustrations (with corresponding images of my lady model showing up as well). True, the project deadline has passed, but I still want to follow through with the webpage to showcase my (and Maria's) effort.

Tuesday, December 22, 2009

Video of my low LOD lady in action!


She is planting things. :-)

I am a bit disappointed that I didn't get the man to Pengfei before he made this video. I'd love to see both models in the scene.

What I have so far...

Well, my time is up, folks. Today is the last day to show my progress and I need to catch my train, so here goes.

Based on collaboration with Maria and Anne, I've re-constructed what an upper middle-class Incan woman what have worn (most of it, anyway) using Maya and a starting model that I bought:

As you can see, I was not able to finish her sandals or her shawl. I spent hours trying to figure out how to model a shawl in Maya (using nCloth and without). Things kept going wrong (Maya crashing, the cloth simulation exploding, etc, etc). Eventually, I had to stop working on her and begin creating the male and female models for the ritual group. Since there were going to be so many of them, I had to keep their geometry simple (even more simple than my lady!). Here they are (I hope that the ritual group will be able to use them successfully. Last I checked, Pengfei had the lady walking around with CMU mocap data just fine.) I know they look a bit angry...I had to go back to the original tall-forehead version in order to keep things simple. Alas, shawls were not an option for these guys, and I know that the women didn't wear sleeves (according to Anne, anyway), but due to time and geometry constraints, I took a Poma illustration --> 3d model approach, which consisted of looking at Poma's simplified illustrations and adding colors to things based on what Anne told me about class hierarchy and how it corresponds to color. I even took a stab at making silver plated earrings for the man.
I haven't had a chance to look at the final ritual simulation - I hope it looks okay! One problem that I did experience with these other models is "wandering" eye textures. If I didn't delete non-deformer history before binding them to their skeletons, their eyes would go crazy! All in all, I actually came away from this project feeling like I learned a lot (and I'm glad that I got to dress and animate some virtual people of the past, which was actually a goal of mine at the beginning of the semester).

I will try to work on making a shawl for the detailed lady over the next couple days. If it doesn't work, then I'll throw in the towel.

Monday, December 21, 2009

Step 2 Progress (7) [and a pose!]

Due to time constraints, a single pose will have to do for the Inca lady. I hope it's an alright pose. Her pretty features combined with the staring off into the distance may have incidentally caused a fashion model effect. Well, I suppose she is a fashion model...for Inca fashion! So, all I have left to do for her is make her shawl and then paint her sandals. Then, render a few good quality shots (I wonder if ambient occlusion would look weird). No movie...oh well. After that, I need to block together the low LOD man and woman for the ritual group.

Commence the next step!

It's the final stretch! I'm not sure how much I'll be able to get done by the 22nd, but I'll give it my all. Today the focus is on rigging and animating with mocap data. Here's just a taste (a scary, scary taste):I haven't put on her clothes yet, since I want to make sure that her body is sized and rigged to fit the mocap data. Unfortunately, Pengfei, who is helping us put things into OGRE, needs the models by this afternoon. I'm hoping it will be okay if I give him the unclothed version to start off and then hand him the clothed version tomorrow morning. We'll see...

Saturday, December 12, 2009

Step 2 Progress (6)

Texturing is...difficult. :-/

Friday, December 11, 2009

Wednesday, December 9, 2009

Step 2 Progress (3)

I'm not sure how much I'll be able to complete by tonight (I have to go to work today, so that knocks me down 3 hours), but I'll keep doing as much as I can!

Tuesday, December 8, 2009

Step 3 Progress (2)

Here she is with face and hair. By the way, I used this tutorial to help make the hair and this reference image for the facial size and textures. I think she looks much better than before. :-)

Step 3 Progress (1)

Okay, I was out of commission there for a while due to a dead monitor. But I've been able to borrow one and I'm back in business! I met with Anne yesterday and she helped me pin down (tupu pins, ha!) the kind of outfit that an upper-middle class female in Kuzco might have worn. I have run across several issues, though (apart from my dead monitor):
  • Clenching teeth in the original model. I'll try to go in and fix this. I guess I didn't notice them as much when she was blue. While I'm in there, I could try and scale the head to make it more round too...
  • "Swishing" skirts and shawls. The only way to have these cloth pieces move in real-time (inside Ogre) is to use a physics engine. Meaning, I can model them, but if I do, they will not "swish" as the woman walks. So, I think my current plan of attack will be to model the fixed clothing items (belt, headband, pouch tucked in belt, sandals), and then see how much time I have left from there to work with the physics.
  • Potential clipping of polygon meshes, specifically between her hair and her head. When I go to attach the model to a skeleton, I'm guessing the hair is going to have a ridiculous mind of its own and clip through her head in odd ways. Either I can paint waits to try and fix this, or the hair strips could be simulated in real-time with the physics engine (along with the skirt and shawl.
I hope she doesn't look like she's wearing make-up. I actually pulled her eyes right off of an image of a pretty Peruvian woman. :-) Maybe I'll try to lighten the eyelashes a bit.

Friday, December 4, 2009

Step 2 Progress (2)

Haha, just kidding. :-)
The ear sticking out...might not have been such a good idea...(makes her look kind of elfy). But I'll leave it for now. Onto the next step!

Step 2 Progress (1)

She's blue as a tribute to James Cameron's Avatar. (Also blue makes it easier to see bald patches through the hair). The polygon count might have suffered a bit from this...

It's time for some peopling!

Greetings! (Yes, I'm still here). A couple of my classmates have gathered motion capture data with the intent of re-constructing a planting ritual in OGRE (yay, game engine!). The problem is, they don't have any 3d Andean peoples to animate! I'm going to try and help them out using my experience with Maya modeling/rigging/texturing. Granted, I'm not the best in the field, but I think I can churn out an okay product for them. Okay! So what am I planning on doing? I'm glad you asked...

Step 1: Buy and download existing 3d models to use as a starting point (a male figure and a female figure). So far, I have purchased these guys (for $25, not bad):
Why the low resolution? Several reasons: First of all, if we're going to have a crowd of these guys in OGRE, we need them to have a low polygon count in order for the engine to handle animating and rendering all of them in real time (I'd still like to be able to move a first person camera through the scene in real time as the ritual takes place). Secondly, fewer polygons means fewer texture surfaces to unwrap and that's a big plus, especially for someone like me (with only basic texturing experience). A possible disclaimer here is the anatomical "weight" of the two figures. Andean peoples seem a bit rounder in the face, but you'd be surprised at how difficult it is to find downloadable models that aren't athletic or shall we say "busty" (unless you're talking about the old lady models - no thanks, haha). Once I add clothing to them, this issue should dissolve slightly. Of course, the faces would still be skinny (more Caucasian-ish), but perhaps with the right texturing, this won't be very noticeable.

Step 2: Add hair and clothing. According to Clark: "Males and females during the Inca period had long hair...each female had hundreds of tiny braids and possibly the males." So braids look like a good plan (for now anyway). As for the clothing, I have an accumulating database of reference images - some from Clark and some from another classmate who has met with Anne Tiballi (a Binghamton University grad student working with Andean mummies and the textiles found with them). I think I'll start adding features to the woman model first (no particular reason why, I just want to).

Step 3: Unwrap textures. Hopefully, this won't be too difficult to do (it's still the scariest part of the process for me, though). Basically how texturing works is that you obtain a texture map of your 3d model using various means of projecting the boundaries of their polygons onto a surface (for example, you could project onto a plane to get a "planar" projection or onto a sphere surrounding the model to get a "spherical" projection). The models I downloaded came with texture maps, but I'll probably have to create new texture maps after I add clothing and hair to them. Here's what the woman's looks like at the moment (no clothes or hair):
Once you have a texture map, you paint the colors that you want the model to have onto it. So, if I wanted to give the woman blue eyes, I would have to find the part of the texture map that corresponds to her face (see it there next to that gray bar midway down the image on the right?), find the eye polygons and color over them with blue (in Photoshop or some other image manipulation program). What you end up with is something like this:(Assassin's Creed anybody? Haha). Obviously this is not the painted texture map that I'd use for the Incan woman, but you get the point.

Step 4: Rig the models (i.e. add skeletons to them). This involves making a human joint structure for both models which can then be "bound" to them to make them move. Once that's done, I'll have to "paint weights" to make sure that if, say, I move the arm of the skeleton, only the model's arm moves and not a piece of his/her leg.

And that, my friends, is my current plan of action. :-)