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	<title>inverted normal</title>
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	<description>the blog of a creative hobbyist with little ambition and even less time</description>
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		<title>inverted normal</title>
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		<item>
		<title>crown</title>
		<link>http://invertednormal.wordpress.com/2008/07/22/crown/</link>
		<comments>http://invertednormal.wordpress.com/2008/07/22/crown/#comments</comments>
		<pubDate>Tue, 22 Jul 2008 16:36:07 +0000</pubDate>
		<dc:creator>invertedNormal</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

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		<description><![CDATA[update 03/24/2010 the Crown Of Thorns is complete for the application, Poser.  more images to come soon.  thanks for viewing. update 05/05/2009 a little preview of one vine closely resembling how the final vines will look. i plan to do a few tweaks to this vine, like add varying length to the thorns and tidy [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=invertednormal.wordpress.com&amp;blog=4253888&amp;post=225&amp;subd=invertednormal&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p style="text-align:center;"><span style="color:#bd9342;"><span style="text-decoration:underline;">update 03/24/2010</span></span></p>
<p style="text-align:center;"><a title="click to ENLARGE" href="http://invertednormal.files.wordpress.com/2010/03/promoimage02_800x-wordpress1.png"><img class="alignnone size-full wp-image-729" title="click to ENLARGE" src="http://invertednormal.files.wordpress.com/2010/03/promoimage02_496x.png?w=549" alt=""   /></a></p>
<p style="text-align:center;"><a title="click to ENLARGE" href="http://invertednormal.files.wordpress.com/2010/03/promoimage01_800x1600interlaced1.png"><img class="alignnone size-full wp-image-722" title="click to ENLARGE" src="http://invertednormal.files.wordpress.com/2010/03/promoimage01_496x992.png?w=549" alt=""   /></a></p>
<blockquote>
<p style="text-align:center;">the Crown Of Thorns is complete for the application, Poser.  more images to come soon.  thanks for viewing.</p>
</blockquote>
<p style="text-align:center;"><span style="color:#bd934f;"><span style="text-decoration:underline;">update 05/05/2009<br />
</span></span></p>
<p style="text-align:center;"><span style="color:#bd934f;"><span style="text-decoration:none;"><span style="text-decoration:none;"><a title="click to ENLARGE" href="http://invertednormal.files.wordpress.com/2008/07/crownwordpresscomposite01.png"><span style="text-decoration:none;"><span style="text-decoration:none;"><img class="alignnone size-full wp-image-535" title="click to ENLARGE" src="http://invertednormal.files.wordpress.com/2008/07/crownwordpresscompositew496px2.png?w=549" alt=""   /></span></span></a></span></span></span></p>
<blockquote>
<p style="text-align:justify;line-height:19px;font:13px Georgia;margin:0 0 13px;">a little preview of one vine closely resembling how the final vines will look. i plan to do a few tweaks to this vine, like add varying length to the thorns and tidy up and detail the ends of the vine a little better&#8212;but that&#8217;s for later. the background is the rest of the crown used stylistically to frame the one completed vine. the colors are not final&#8212;they will be hand painted.  this is just a quick material thrown on to help bring out the detailing that has been painstakingly sculpted around each individual thorn along the vine.  this vine, the <em>shortest</em> of three, has taken me 10-12 non-contiguous hours to sculpt from the blocky geometry seen below.  so, i imagine the other two will each take me almost twice as long!  check the link to my references below for the plant euphorbia splendens after which this crown of thorns is modeled, and feel free to leave comments/constructive critiques at the bottom of this page.</p>
</blockquote>
<p style="text-align:center;"><span style="color:#bd934f;"><span style="text-decoration:underline;"><span style="text-decoration:none;"><span style="text-decoration:none;"><span style="text-decoration:underline;">start of new crown</span></span></span></span></span></p>
<p style="text-align:center;"><a title="click to ENLARGE" href="http://invertednormal.files.wordpress.com/2008/07/newcrown_wordpress.jpg"><img class="aligncenter size-full wp-image-222" src="http://invertednormal.files.wordpress.com/2008/07/newcrown_wordpress.jpg?w=549" alt=""   /></a></p>
<blockquote>
<p style="text-align:justify;">this is my progress so far on the new crown of thorns.  it is constructed entirely of quadrilateral polygons and has a much &#8220;cleaner&#8221; structure than the previous crown.  this model has a long way to go, but this time around i think i can take more pride in the result and offer a better product&#8212;i&#8217;m using references (<a title="crown of thorns" href="http://images.google.com/images?um=1&amp;hl=en&amp;client=firefox-a&amp;rls=org.mozilla:en-US:official&amp;hs=Oph&amp;sa=X&amp;oi=spell&amp;resnum=0&amp;ct=result&amp;cd=1&amp;q=euphorbia+splendens&amp;spell=1" target="_blank">euphorbia splendens</a>), and since i&#8217;ve been modeling for a few years now, i have a better understanding of what i&#8217;m doing.  blender polygon model, 2008.</p>
</blockquote>
<p style="text-align:center;"><span style="color:#bd934f;"><span style="text-decoration:underline;">old crown of thorns</span></span></p>
<p style="text-align:center;"><a title="click to ENLARGE" href="http://invertednormal.files.wordpress.com/2008/07/oldcrown_wordpress00.jpg"><img class="aligncenter size-full wp-image-249" src="http://invertednormal.files.wordpress.com/2008/07/oldcrown_wordpress00.jpg?w=549" alt=""   /></a></p>
<p style="text-align:center;">
<p style="text-align:center;">
<p style="text-align:center;">
<blockquote>
<p style="text-align:justify;">this is an old version of a crown of thorns model that i am currently (and slowly) remaking.  why remake it?  because it&#8217;s a good example of a first-time modeler&#8217;s mistakes.  this is, in fact, the first model i ever made.  i decided to sell it through an on-line artist&#8217;s community as the vendor smokebox46and2 at <a title="renderosity.com" href="http://renderosity.com/" target="_blank">Renderosity</a>. the product is used in a program called <a title="poser" href="http://my.smithmicro.com/dr/poser.html" target="_blank">Poser</a>, and  i sold many copies at $7.50 each (of which i got half) totalling several hundred dollars.  it has recently been removed by Renderosity administration due to it being an &#8220;old&#8221; item.  because of this, i have decided to remake and improve it.  one flaw with this version is that it was converted to a polygon mesh from <a title="NURBS" href="http://en.wikipedia.org/wiki/NURBS" target="_blank">NURBS</a> (another type of mesh construction) resulting in a dense model composed entirely of triangular (3-sided) polygons.  i didn&#8217;t know it at the time, but in the 3d modeling industry it is generally most acceptable to have a mesh/model composed mostly of quadrilateral (4-sided) polygons.  the &#8220;old&#8221; and &#8220;new&#8221; images above don&#8217;t have to be contrasted closely to see the difference in mesh density and structure.  another flaw with this model is that one of the vines suffers from, you guessed it, inverted normals.  it isn&#8217;t noticeable in this image because i forced display and rendering of back-facing polygons; if i hadn&#8217;t, the front sides of the polygons belonging to that vine would not be visible in the viewport (screen workspace), and when rendered, that vine would have rendered darker than the other two vines.  one last thing that dissatisfies me about this model is that i didn&#8217;t use any references.  i had no idea that the material used to create the crown of thorns is believed to derive from the plant <a title="crown of thorns" href="http://images.google.com/images?um=1&amp;hl=en&amp;client=firefox-a&amp;rls=org.mozilla:en-US:official&amp;hs=Oph&amp;sa=X&amp;oi=spell&amp;resnum=0&amp;ct=result&amp;cd=1&amp;q=euphorbia+splendens&amp;spell=1" target="_blank">euphorbia splendens</a>.  NURBS to polygon mesh model, 2001.</p>
</blockquote>
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			<media:title type="html">invertedNormal</media:title>
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	</item>
		<item>
		<title>chimp</title>
		<link>http://invertednormal.wordpress.com/2008/07/18/chimp/</link>
		<comments>http://invertednormal.wordpress.com/2008/07/18/chimp/#comments</comments>
		<pubDate>Sat, 19 Jul 2008 03:15:45 +0000</pubDate>
		<dc:creator>invertedNormal</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://invertednormal.wordpress.com/?p=118</guid>
		<description><![CDATA[4th start over (and probably not the last) this, i think, is my fourth rendition of the chimp and the one i am most satisfied with. there are some major adjustments that i see i need to make, but i think this time i can do it without starting from scratch&#8230; again. adjustments i need [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=invertednormal.wordpress.com&amp;blog=4253888&amp;post=118&amp;subd=invertednormal&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p style="text-align:center;"><span style="color:#bd934f;"><span style="text-decoration:underline;">4th start over (and probably not the last)</span></span></p>
<p style="text-align:center;"><a title="CLICK to enlarge" href="http://invertednormal.files.wordpress.com/2009/06/chimpwordpress00.png"><img class="aligncenter size-full wp-image-587" src="http://invertednormal.files.wordpress.com/2008/07/chimp_wordpressw496px00.png?w=549" alt=""   /></a></p>
<blockquote>
<p style="text-align:justify;">this, i think, is my fourth rendition of the chimp and the one i am most satisfied with.   there are some major adjustments that i see i need to make, but i think this time i can do it without starting from scratch&#8230; again.   adjustments i need to make need to be applied to the underlying form, such as the hand, which i think is too flat, straight, or planar&#8212;it needs to curve a bit more like the feet.   sometimes i get lost in the details and forget about the overall form.   luckily, <a href="http://www.pixologic.com/home.php" target="_blank">zBrush</a> allows a lot of leeway in respect to making more &#8220;global&#8221; changes in the overall form of the object while retaining all of the upper-level detail.  zBrush renders, 2007.</p>
</blockquote>
<p style="text-align:center;"><span style="color:#bd934f;"><span style="text-decoration:underline;">hand hair test</span></span></p>
<p style="text-align:center;"><a title="CLICK to enlarge" href="http://invertednormal.files.wordpress.com/2009/06/handhairdetailwordpress00.png"><img class="aligncenter size-full wp-image-585" src="http://invertednormal.files.wordpress.com/2008/07/handhairdetailwordpressw496px00.png?w=549" alt=""   /></a></p>
<blockquote>
<p style="text-align:center;">same info as the head below, except&#8230; it&#8217;s a hand.</p>
</blockquote>
<p style="text-align:center;"><span style="color:#bd934f;"><span style="text-decoration:underline;">early hair test</span></span></p>
<p style="text-align:center;"><a title="CLICK to enlarge" href="http://invertednormal.files.wordpress.com/2009/06/hairtest04wordpress00.png"><img class="aligncenter size-full wp-image-583" src="http://invertednormal.files.wordpress.com/2008/07/hairtest04wordpressw496px00.png?w=549" alt=""   /></a></p>
<blockquote>
<p style="text-align:justify;">this is an early hair simulation test i created in an application i no longer use. without too much effort, this is what i came up with.  i also used a <a title="normal mapping" href="http://en.wikipedia.org/wiki/Normal_mapping" target="_blank">normal map</a> and cavity map to test how well the details from my sculpting in <a title="zBrush" href="http://pixologic.com/" target="_blank">zBrush</a> would transfer to another application.   in the future, the hair and maps will be applied in <a title="blender" href="http://www.blender.org/development/release-logs/blender-246/" target="_blank">blender</a>. render from a previously used 3d application, 2005.</p>
</blockquote>
<p style="text-align:center;"><span style="color:#bd934f;"><span style="text-decoration:underline;">first attempt</span></span></p>
<p style="text-align:center;"><a title="CLICK to enlarge" href="http://invertednormal.files.wordpress.com/2009/06/onboxstillwordpress00.png"><img class="aligncenter size-full wp-image-581" src="http://invertednormal.files.wordpress.com/2008/07/onboxstillwordpressw496px00.png?w=549" alt=""   /></a></p>
<blockquote>
<p style="text-align:left;">only the second model i ever attempted.  as you can see the result is undesirably cartoon-like, hence the multiple attempts (seen above) since then.  this was created before i knew about ZBrush, so it was extremely tedious even to get this amount of form to the model without the ability to sculpt shapes and details, especially for being only my second model.  i&#8217;ll get it right one day&#8230; one day.</p>
</blockquote>
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			<media:title type="html">invertedNormal</media:title>
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		<title>horse</title>
		<link>http://invertednormal.wordpress.com/2008/07/18/polo/</link>
		<comments>http://invertednormal.wordpress.com/2008/07/18/polo/#comments</comments>
		<pubDate>Fri, 18 Jul 2008 23:37:51 +0000</pubDate>
		<dc:creator>invertedNormal</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

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		<description><![CDATA[posin&#8217; the horse is now fully rigged with a pose-able armature (he has &#8220;bones&#8221; and can be moved), and is no longer confined to his default stance. of course, the bones won&#8217;t be visible in any end product/rendering, i simply did an overlay for education and effect. previously, all images of the horse had been [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=invertednormal.wordpress.com&amp;blog=4253888&amp;post=100&amp;subd=invertednormal&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p style="text-align:center;"><span style="color:#bd934f;"><span style="text-decoration:underline;"><span><span>posin&#8217;</span></span></span></span></p>
<p style="text-align:center;"><span style="color:#bd934f;"><span style="text-decoration:underline;"><span><span><a title="CLICK to enlarge" href="http://invertednormal.files.wordpress.com/2009/03/pose02.png"><img class="size-full wp-image-529 aligncenter" src="http://invertednormal.files.wordpress.com/2008/07/pose01wordpressw496px.png?w=549" alt=""   /></a><br />
</span></span></span></span></p>
<p style="text-align:center;">
<blockquote>
<p style="text-align:justify;">the horse is now fully rigged with a pose-able armature (he has &#8220;bones&#8221; and can be moved), and is no longer confined to his default stance.  of course, the bones won&#8217;t be visible in any end product/rendering, i simply did an overlay for education and effect.  previously, all images of the horse had been <a title="wikipedia definition of digital graphics rendering" href="http://en.wikipedia.org/wiki/Rendering_(computer_graphics)" target="_blank">rendered</a> (3d scene captured as a 2d image) in <a title="zBrush" href="http://pixologic.com/" target="_blank">zBrush</a>&#8212;this is the first image posted that was rendered in <a href="http://www.blender.org/" target="_blank">Blender</a>.  now that this work is done, i can finally move on to give him some color, and after that, hair, and after that, done with horse production!</p>
</blockquote>
<p style="text-align:center;"><span style="color:#bd934f;"><span style="text-decoration:underline;">look this gift horse in the mouth</span></span></p>
<p style="text-align:center;"><a title="CLICK to enlarge" href="http://invertednormal.files.wordpress.com/2009/06/horsematerialrenderwordpress00.png"><img class="aligncenter size-full wp-image-578" src="http://invertednormal.files.wordpress.com/2008/07/horsematerialrenderwordpressw496px00.png?w=549" alt=""   /></a></p>
<blockquote>
<p style="text-align:justify;">a quick view of the pieces that make up the horse&#8217;s mouth and a glimpse at some of the finer details i put into the sculpt, which include wrinkles around the eyes, and veins.  i threw a couple of temporary colors on the horse for a less sculptured look.  i&#8217;ll be working on UVs, texturing, and rigging next.  i&#8217;ve been debating what approach to take for the horse&#8217;s body hair (excluding the mane and tail):  i could use <a title="blender's hair sim" href="http://www.blender.org/development/release-logs/blender-246/hair-and-fur/" target="_blank">Blender&#8217;s hair simulation</a> (which is only usable within Blender), or i could sculpt and paint the hair directly on the model in zBrush (which would allow the creation of texture maps capturing that detail to use in other programs such as Poser, and Blender, too).  I&#8217;ll eventually do both, but for now i&#8217;m leaning toward the sculpted-painted hair.  the next image i post will be of the horse in a pose, taking advantage of his new bones.</p>
</blockquote>
<p style="text-align:center;"><span style="color:#bd934f;"><span style="text-decoration:underline;">re-wired</span></span></p>
<p style="text-align:center;"><a title="CLICK to enlarge" href="http://invertednormal.files.wordpress.com/2009/06/horsewireframewordpress00.png"><img class="aligncenter size-full wp-image-574" src="http://invertednormal.files.wordpress.com/2008/07/horsewireframewordpressw496px00.png?w=549" alt=""   /></a></p>
<blockquote>
<p style="text-align:justify;">this image depicts the horse&#8217;s new mesh topology (placement of polygons) on the left alongside the old polygon structure for the horse on the right.  this <a title="retopo video on you tube" href="http://www.youtube.com/watch?v=aMqb4MhcmHc" target="_blank">&#8220;re-topologizing&#8221; is done (in zBrush) </a>for a couple of reasons.  1) it helps the order and &#8220;flow&#8221; of the polygons more closely follow the shape and structure of the final sculpted form&#8212;giving better definition of the final shape at lower polygon levels, and 2) allows better deformation (bending) in areas like the joints when i am ready to give him bones for posing and animating.  now that the retopologizing work is complete i can do things like texture the horse (give him color and other detailed surface definition), <a title="UV unwrapping" href="http://wiki.blender.org/index.php/Manual/UV_Unwrapping_And_Texturing" target="_blank">unwrap his UVs</a> to apply that texturing in <a title="blender" href="http://www.blender.org/" target="_blank">Blender</a>, rig him for posing and animation (give him bones that deform his legs, head, neck, etc.), and continue on with other models that need to be created for this polo project.</p>
</blockquote>
<p style="text-align:center;">
<p style="text-align:center;"><span style="color:#bd934f;"><span style="text-decoration:underline;">at ease, gemtlemen<br />
</span></span></p>
<p style="text-align:center;"><a title="CLICK to enlarge" href="http://invertednormal.files.wordpress.com/2009/06/horsewordpress00.png"><img class="aligncenter size-full wp-image-570" src="http://invertednormal.files.wordpress.com/2008/07/horsewordpressw496px00.png?w=549" alt=""   /></a></p>
<blockquote>
<p style="text-align:justify;">a viewport (workspace) render of a horse model i&#8217;m creating for a polo project for my uncle.  the line-up consists of the horse at base mesh level on the far left at only ~400 quadrilateral polygons all the way to the nearly-completed muscular sculpt on the far right at ~1.5 million polygons. some finer details are still needed before sculpting can be considered finished, which will require even more polygons and new topology for future rigging and animation.  zBrush render, 2008.</p>
</blockquote>
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