Anime babe, modeling study.

October 21st, 2006
Anime Babe

Hi again…

Long time no posts, have been overloaded by dark forces of the universe, work, taxes and death… So my spare time has been very minimal. Here’s a technical practice - Nothing original but an cheap imitation of japanese style + ideas. I’ve also tried to imitate technical solutions for hair etc. It’s a realtime model, but rendered with some skylight and material properties.

There’s also some new scripting demos coming out from Sami soon, so stay tuned for those. Also a major re-make of website is in progress.

Ground Infantry 3300AD Update

October 13th, 2006
Ground Infantry 3300AD V3

Hi.

Here’s a small update I made to the image, wasn’t satisfied with it at all… I guess I should have put it to dumpster like most of the stuff lately. But anyway, here goes.

Digital Art Masters Vol1 Released.

August 10th, 2006

Hiya!

Something I really forgot to post, this happened already some month ago, so I had to forge the timestamp… But here goes:

My stuff was published in 3D Total’s fabulous “Digital Art Masters Vol1″ book. It’s a book containing lots of top digital artwork from masters around the world and also a few pages of info on the techniques and work methods of the artists. There’s a few pages worth of my work methods exposed to daylight in there, so go to 3DTotal’s website and order the book if you’re interested!

Click on link below to get to website (or the thumbnail above).

3DTotal, publisher of the book.

Summer Photos ‘06

June 30th, 2006
2006 Summer Korkeasaari

Long time no posts,

Been too tired pushing crap at work, but had some time this week to update photos to my gallery and also work on some own, old projects! Will post some updates sometime soon, I hope.

Scripted Face Rigs

June 4th, 2006
Facial animation rig v1

Hi again!

This is a rigging experiment which i started to do last december, while learning some scripting and reading Jason Osipa’s excellent book.
I left this project for a while and continued it as i got new inspiration boost when i got Paul Neale’s rigging discs (i’m only halfway in disc two!) 1 months ago and decided to finish this thing.

I first made a Jason Osipa style rig in 3ds Max, second one is done with my own morph set and bones.
Both setups are rigged automaticly from script. I have also learned interface building and some simple error trapping. I have also done some small helpful tools for myself to help rigging - I posted a video of one of these too.

I think textures in test models need a lot of work, but learning rigging and scripiting was my main focus!

Rig Features:

- Automatic name independent rigging (one scene can have multiple similar rigs without any problems)
- Tongue rigging
- Animation driven bump texture blending
- 3 axis jaw rotation and position controls
- Joystick controls with movement limits. It simply isn’t possible to move joysticks in wrong direction, or outside their boxes
- Removal of rigging and animation information

Ground Infantry 3300AD Studio Shots

March 1st, 2006
Ground Infantry 3300AD - Studio

Hi again!

Here are the studio shots I promised - I rendered them in quite large resolution and I might post those later, but for now, these same ones I posted to a few forums. There’s also a wireframe shot.

Click link below to see the image (or the thumbnail):

GI 3300AD studio shot 1
GI 3300AD studio shot 2
GI 3300AD studio shot 3
GI 3300AD wireframe

Ground Infantry 3300AD

February 26th, 2006
Ground Infantry 3300AD V2

Hi all, long time no see.

I’ve been managing production in an animation movie project so there hasn’t been that much spare time to do own work, at least not every night.

I’ve been working on this image on and off for many months. The character in image started as an object for normal mapped character test but I just decided to slightly change my target and do something else as there really hasn’t been any good market for realtime 3D here lately… Why bother advertise myself, one might ask, doing dirt paid quality work for certain companies here? Getting ripped off and conned all the time…

Character is made in max and quite a lot of time was spent on uv mapping… Most of details won’t show up in low-res renders but model could have some later use, at least that’s how I planned it! In any case, I’ll post some studio shots bit later.

Anyway - Here are a few variations of the image - I really wanted to have more blank expression on the face of close up character, but feedback made me fix that thing. You can check both of the variations below!

Check gallery for variations.

Some of my stuff in Elemental 2

December 23rd, 2005

Hiya,

My “Track Day” image was published in Ballistic Publishing’s fancy “Elemental 2″ annual Autodesk artwork book, featuring best art of year. My image made it to the front pages of the book in the introductory page!

Ballistic Publishing Website

Test renders

October 27th, 2005
Stylish Babe - Version 2

Hi all…

Here’s just some updates on this one character I’ve been working on and off during last month or so… It’s that same one I did some rigging tests with, it has just changed a bit now… I’ve been wasting time on skin shading and mesh details. I also made a tool for this one to debug mesh, finaly got fed up hunting those degenerate polys manually…

Scifi Babe

October 15th, 2005
Scifi Babe

Hi all again!

Here’s something I did last weekend. I wanted to toy with a character concept idea I made some days earlier - I wanted to make a bit stylized, somewhat slender/slim character. Anyway, this character is built with polys, zbrush for bumps and details. Skin textures were created in photoshop. Mesh is rigged so that it can be posed. It took some time to build clothes as body is not removed under the clothes.

Color correction in photoshop, no other post processing…

Anime Girl Figure Update

October 5th, 2005
20051005_anime_girl.jpg

Hi - It’s Sami here again!

Did some updates to this anime girl figure model - Added bump map and made textures for whole body and adjusted some details. I also tried to make materials bit more realistic so that body would look like matte painted vinyl and clothing would look more like the glossy vinyl you see on figures. That’s all for now!

Surfing Bird

October 4th, 2005
Surfing Babe

Hi all again!

Here’s one image I made some time ago, thought to put it out to web now… Anyway, it’s same stuff as usual - Just bit different surroundings - This time it’s a surfer babe on a sunny beach. I didn’t exactly aim for photorealism but wanted to have bit surreal / stylized feel to it. Retro style coloring was also one idea I had.

Took quite a while to setup as it’s pretty polygon heavy! Anyway - I like the way the palm trees turned out and sand too. I did some experiments but ended up using just plain old standard noise and some color variation here and there. I’ll post a super hires version sometime later in the future.

As a final word I really don’t know how this image caused so much trouble when I tried to nail the composition - It’s basicly very simple 3 field composition but it took while to make it work…

WickedRGB Book

October 3rd, 2005

Hi all,

This has been long time in the making, but anyway, now it’s out! If you want to get a fantastic art book, go to wickedrgb’s site and follow the book link, you’ll get to cgfocus review of this fantastic new book filled with artwork + interviews of top art guys and gals from all around the world.

WickedRGB site.
CGFocus article about the book + download link to the book on 2nd page.

Anime Girl Figure

October 2nd, 2005
20051005_anime_girl.jpg

Hi - It’s Sami here again!

I Got the idea for this one after I bought a few figures.
Design is not mine, it’s from a hentai manga (I think she is from bible black or something like that) and I used japanese garage kit images as ref.

I first started modeling her in Silo and after skinning & posing, I had to do some changes (bad proportions and missing details)
Maybe i will tweak some details when I have rested my eyes for some days.

Character Rigging & Setup

September 29th, 2005
Character deformation

Hi - It’s Sami here!

Here’s a character rig I’ve working on for some evenings - It is fairly low resolution mesh and focus has been on functionality / look balance - No use of making stiff hires mesh that doesn’t animate well. This was also built with displacement mapping in mind. That might be added later…

Late Night Character Tests - Part III

September 29th, 2005
Stylish Babe

Hiya again -

I updated eye shader and some other things and did just a test render for fun only… There’s slight problem i didn’t care to fix but anyway - This model will work as a starting point for a new image I’m working on… I was also checking some realtime models that I should really finish. I started working on clothing for the actual character that will be in the image. It will be some sort of fantasy illustration style image.

Anyway, I will create fix morphs and few other things later when I get to the point i need those.

Late Night Character Tests Part II

September 28th, 2005
Stylish Babe

Hiya again.

Here’s some updates on the character I’ve been working on - I wasted some time on leg skinning + mesh layout (been thinking this same stuff for years, to be honest). I just tried yet again to find some way to create well functioning pelvis/leg joint that wouldn’t need any morphing or trickery to keep the mesh as reusable as possible…

I also fixed some shader issues etc and tuned cloth sim.

Click on link below to see image (or the thumbnail above).

View from not so far away, half of character visible.
Shot of whole character.

Late Night Character Tests

September 28th, 2005
Stylish Babe

Hiya,

Here’s something new… Been again working on spare time on a character model, nothing too different from all previous incarnations of same theme but anyway I tried to make mesh better for easy setup for some posing etc.

I spent quite some time on face and face texture and eyelash geometry…

I did lighting with a few area lights and some sss style skin shading toget warm / soft feel to skin. I also spent some time toying with cloth sims to get some nice clothes without modeling wrinkles. I’ll post some other stuff bit later, maybe tomorrow evening, skinning tests, other poses and different lighting tests.

Click on link below to see image (or the thumbnail above).

View from not so far away.
Close up shot of upper torso.

The most beautiful CG girl #2 compo

September 23rd, 2005

Hiya,

One of my characters got picked to “The most beautiful CG girl #2″ competition held by 3DM. Anyway, if you want to see cool 3d babes and other stuff, click link below to go to 3DM website.

Link to the website:

The most beautiful CG girl #2 compo page.
3DM website.

Another beach babe realtime model!

September 16th, 2005
Another Beach Babe

Hi again -

Here’s the another model I spoke about a moment ago - I wanted to create different looking, another beach babe so I made this one. She also has dark hair but is quite different looking character anyway. I also made new clothes and new everything else… Skin is also different.

I wanted to make bit different definition to details etc. Like the previous character, texture is painted in photoshop… Hair took quite a lot of time to create as I didn’t want any intersecting planes in this plane hair setup. UV mapping took some time too.

I made also a few test morphs for the character and a quick skinning as you can probably see in test renders.

Click on link below to see image (or the thumbnail above).

Upper torso pose.
Default pose full body.
Full body pose.
Test facial expressions.