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Charles Santoso's WoodWork art recreated in Blender.
I am always a big fan of traditional hand drawn works. There is some kind of innocence with hand drawn that cannot be replicated with any digital medium.

As someone who were originally dying to work as an animator at Disney (or Ghibli Studio), I believe that hand drawn illustration that is drawn with pen and paper then later digitized (scanned) actually has more special quality than the works that is solely created digitally. All the great works have natural kind of quality.

In fact, recent CG 3D movies and games started to incorporate more traditional principle of 2D (animation):
- Tangled
- Hotel Transylvania
- Monster in Paris

In Game Production, stylistic CG is also almost always more enchanting than the 3D hyper-realistic looking game. For me anyway:
- Street Fighter
- Final Fantasy
- Monster Hunter
- Shadow of the Collosus

Anyways, we are talking about 3D, why worry so much about 2D stuff? I think there are some kind of greatness when those 2D and 3D artworks can be combined or another word, I want to say that good 2D artist think in 3D (form, light) and 3D artist should also be able to think in 2D (good silhouette, stylization, simplification). 

In CG, there is also something called NPR (Non Photo-Realistic) render, which you may already know. Blender also supports NPR, together alongside with Blender Cycles (for photorealistic render). Although NPR is more like secondary branch.

Anyways, my point is 2D Illustrator can take advantage of Blender, that is for sure. And 3D Artist can also learn from 2D Illustrations.

I am probably just re-stating the obvious. Because in the end, what matter is how the final artwork appeals and work for the audiences. But for the artist, probably the most efficient and most fun way to recreate it.

RECREATING THE ART OF CHARLES SANTOSO IN BLENDER


In this post, I am studying the work of Charles Santoso. I don't know this illustrator personally, but he happened to be born in the same city I was originally from (Bandung, West Java, Indonesia) before I moved to Australia. I first heard about him from a friend.

Apparently Charles is also working as concept artist/illustrator at Animal Logic, Sydney. It's a big job, so I salute him to be at such position.

Anyways, I went to one of Charles' exhibition at a Kinokuniya Japanese Bookstore titled "WoodWork", in which he is doing pencil drawing of 3D looking wooden sculpture. I was inspired by his works. Lots of details and care were put into it. They are all hand drawn and I bet it took him some hundred of hours to create all the works.

I was thinking, I wonder if all of these 2D artworks recreated in Blender using Skin Modifier?


BLENDER SUSHI LOVES SKIN MODIFIER

Nicholas Bishop's Skin Modifier feature in Blender, is probably one feature I really like from Blender. Whenever I am to do FREE-FORM 3D modeling of a character, I always think of Skin Modifier.

For me, 3D modeling using Skin Modifier is as close as it is to do hand drawing using pencil. It is really that natural. Perhaps I have not pushed my modeling and sculpting works, but I am starting to get itchy to get into real sculpting and I will be using Blender all the way. I am also currently looking into the Dynamic Topology and also will practice sculpting.

So today, I spent about 30-60 minutes to re-create one of Charles Santoso's WoodWork, I think it is the Mr. Fox. Just because I think it has certain simplicity that works as 2D and 3D.

The process is really fast, actually with Skin Modifier, I simply model it in straight-ahead fashion. I work firstly in Front Camera orthographic, but soon enough I start to work in 3D from many angles.


So Mr. Fox can be recreated solely using Skin Modifier! Well, 80-90% accurate. I just need to add details now, and that is probably will take few extra more hours.

For 3D Doodles, though, I think, Skin Modifier is simply a perfect tool for it, it makes one to think both in 2D and 3D while creating the work.


For shader and render, I use Cycles, but I use the Procedural OSL Shader below.

Blender Cycles OSL Wood Shader

http://blenderthings.blogspot.com.au/
http://blenderartists.org/forum/showthread.php?276843-An-OSL-Wood-Shader-for-Blender-Cycles


When I have more time, I should probably continue and refine the work further. I would love to 3D print out some works created this way!

I guess I should do more 3D doodles using Skin Modifier.

TRIVIA: PUNI INU
Puni Inu by Teresa Chiba

I remember a really old CG work from years ago, which was also my 3D creation based on 2D character illustration. Of course this is rather simple, but I thought it was cute to see a 3D of a 2D character when it is done right.

If Blender already available back then, I would definitely be using Blender! Below artwork was done in Maya, but certainly something super easy to do in Blender. In fact, not long ago, I was teaching 8 year old how to model Angry Bird character in Blender.
FLOG / puni_inu / Twins

OTHER INSPIRATIONAL 3D ARTIST WITH 2D STYLE WORKS

McLeLun from Malaysia (also a Blender artist and awesome illustrator)

SKIN MODIFIER AND DYNAMIC TOPOLOGY
Lots of inspirations from thread like this:
http://blenderartists.org/forum/showthread.php?264568-Dyntopo-tests/

BLENDER INTERNAL CARTOON LOOK
http://blenderartists.org/forum/showthread.php?291333-Need-Help-With-Blender-Internal-NPR

UPDATE 20130115

SHINTARO OHATA WOODWORKS 2D/3D
http://www.toxel.com/inspiration/2013/01/13/3d-paintings-by-shintaro-ohata/

Simple, yet tells so much. That is kind of work I like.

I stumbled into this Vizago 3D Head Reconstruction website today that gives a demo that allow user to upload a single portrait photo (frontal shot) and then it tries to convert it into 3D mesh object.

Full of curiosity, I quickly pickup a random photo from Google and I grabbed a portrait from here:

VIZAGO 3D HEAD RECONSTRUCTION
Upload a single portrait photo into Vizago website.

Get 3D head mesh within a couple of minutes or a day (depends on the demands, I supposed)
It comes to my surprise that the result is actually quite nice. And you can preview the result in 3D on the web directly. You can rotate around the head mesh on browser as well.

In the past, I remember there are already few casual/hobby applications that does something like this, but the result was not great. Now you can do it really quickly on a website and at this demo stage, you can download the resulting OBJ complete with texture and UV. To download, you need promo code, just ask Vizago via email.

IMPORT TO BLENDER
When you bring this model into Blender, you may want to scale down the mesh x 0.0001 (or x 0.00001). The mesh was a bit too big to fit the scene.
  • As you import the OBJ, just tap S and then type 0.0001.
  • Scale down even more if still does not fit.
  • You then want to center the pivot, simply Right Click on the mesh (to select it) and CTRL+SHIFT+C and select Origin to Geometry and the pivot will now centered to the mesh geometry.
  • To freeze the Scaling, CTRL-A and Apply Scale.
This is fun for you all Blenderheads to try. Maybe create a 3D head of yourself, friends, or family and then do 3D printing, using service like Shapeways.

Or if you just like to play around with the mesh inside Blender, probably creating some facial animation using Blender Shapekeys, you can also do that. Perhaps create all kind of hair setup.

PAT DAVID VIRTUAL STUDIO FOR BLENDER
Remember my previous post on using Blender as Virtual Photography Studio? The one originally created by Patrick David?

Time to use the setup:
3D Head Model based on a single photo using the Vizago 3D Head Reconstruction

Below are some results:

Colorful lighting.

Killer mood.

Sensual mood like in a night club or inside Virgin Airplane.

Before Sunset mood.
Environment Lighting (image based lighting)

Just like when I first time use this setup, I thought this was really brilliant setup by Pat. Super useful to test all kind of lighting situations.


Yeah, unfortunately most of the models will be bald without hair. So, probably time to sculpt some hair!

Anyways, now that we have a web service like Vizago to create 3D head model automatically, you can test it on different kind of heads. Maybe even create 3D portrait (stereoscopic)?

Try all kind of head result using Martin‑Schoeller's photography, just for educational purpose. See which one actually works and which one does not work.



So, maybe you can guess who are the female actress/model below:
Angelina Jolie has similar look to Miranda Kerr and Emily Browning, who would have thought. Jennifer Lopez actually has very distinct look.
Natalie Portman looks a little like Monica Belucci.
You can do interesting study of head facial using this process:
  • My quick guess is that they have template base head (one for male and one for female) that is morphed based on points you specified during the upload and reconstruction of the mesh.
  • Face features that are morphed: eyes, nose, lips and the main shape of the head (more round, more triangle). Lips and eyes are taken care mostly by textures. 
  • Nose is actually important in getting likeness. Probably they can improve if the user provides the NOSE PROFILE shape.
  • What interesting is how Vizago tries to guess the "profile" of the head.
  • The ears stay the same, probably just the position is different.

If you import some of the head mesh into Blender, noticed that the Vertex number of the mesh is the same. You can do "morphing" from one head to another. Shape Keys time!

UPDATE: The vertex number is apparently different. So you cannot quickly do Join as Shape Keys. But I think there is a way around this. Maybe Shrink Wrap Deformer and Vertex Weight Blending will do the job so that you can blend from one shape into another.

So far I only tried this using random photos that I found using Google Images, or Celebrity faces, which is really simple. Celebrity and model faces tend to be the most basic and simple. For faces that are more exotic, like islanders, probably the result will be more interesting. See if that works or not.


Doing this auto 3D head reconstruction process reminds me my previous experience on seeing this Chinese street artist doing small head sculpting from a real life model in realtime for about 30 minutes per head in Las Vegas. I thought that was really an amazing skill. Especially to get likeness to the person's face.

Eventually I think there will be lots of digital artist doing this manually in real time using Blender/Mudbox/ZBrush and print it out under 30 minutes. Right?

The applications like Vizago or perhaps the Autodesk 123DCatch that allows anyone to quickly take photos and create 3D mesh are amazing. You can use this as starting point reference, or use it right away.

Decide whether creating virtual avatar manually or automatically is more preferable? Here is another example from company in Korea "3D Avatar Generation": (probably for game figure)




Wonder if anyone like to use own figure for game or the better self?

Please show me your creations, it would be nice to see what you created with this!


Search and browse Google Images for References.
Jump into Blender, draw some Mesh Edges and  apply Skin Modifier.
Sadako is ready to haunt you.
Test render using Blender Cycles.
Auto UV and quick texturing.
This is a work in progress of Sadako, from classic Japanese horror flick "The Ring" (she is called Samara in Hollywood version).

I always think she is such a cool character, perfect for CG, you don't need to model the face, because it is covered with hair, cloth can be easily simulated, and so all we need to worry is the arm and hands gesture.

To make this 3D model in Blender, I only use some vertices, connect the edges, and turn it into a live mesh using the official released Blender Skin Modifier by Nicholas Bishop.

So it is basically about an hour work so far. Joints are automatically created. If I have a bit more time, I will sculpt this model and probably add some UV textures.

I am planning to turn this Sadako model into an Augmented Reality (AR) model, hopefully be animated and I will post it here in my AR blog for you to download.
http://puppetar.blogspot.com.au/2012/07/ar-sadako-ring.html


This is how the scene is made. Simply by connecting the dots. Creepy easy with Skin Modifier.
(NOTE: Of course you cannot be lazy to add the details later!)

MKRdezign

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