Category Archives: 3D Moose graphics

How the 3D talking moose is being created.

A few years ago, I realized that 2D graphics had to be replaced. But how? I knew a few graphics artists, but they were all busy. So I used an online service, formerly called “Rentacoder.com”, now called “vWorker.com” to post the job, and received bids from artists all over the world.

I gave them a simple job. Convert the 2D moose into a 3D moose. But as you shall see, a lot depends on the intrinsic talent of the artist. It took quite a few artists to finally get on-track with a usable 3D model. Click on the Blog Topic “3D Moose graphics” to read all the posts and see images, from this historic phase in developing the 3D moose. It’s most funny if you go back to the beginning, to my oldest posts, and work forward in time.

By the way, Artist #1 thru #4 were found on vWorker.com. But Artist #5 is actually a separate contract with graphics firm Meta3D.com

Bowtie 2

May 16, 2012 update. Now the bowtie has hearts, which I hope will be well received. May 14, 2012. Further improvements to the bowtie. On the right is the old one, which is excellent but had 31,000 polygons. On the … Continue reading

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Lots of mesh, contour lines of vertices, around lips

Here’s a really interesting picture, I think, made by the artist working on the 3D model, of the lips. The wireframe view shows the movements nicely. All the places where the lines cross, are points called “vertices”, and in the … Continue reading

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Default mouth a little smaller

We made the default mouth shape a little smaller, less open, to get closer to the average pose of vowel sounds like “Pat”, “cut”, “hurt”, “egg”, and not far from “Oat”, “yield” and “it”. It’s my goal for good speech-synthesizer … Continue reading

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Light and Reflections got better

April 5, 2012. We got more features working to control light and reflections. Notice the reflections on the eyes today. Below are pictures with lights moved different locations, and some varied settings on reflectivity of various parts of the model.

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Problem with eye reflections

Today’s problem in coding (computer programming for 3D graphics), for your amusement, is trying to get the eyes to reflect light properly. You can see the shiny reflections on the skin, on this picture from my coders desktop.

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A little problem- light on eyes

April 1: This problem is fixed. New problems come to light. March 25: This post is for your amusement. I’m not afraid to show you the little problems we encounter from time to time. Here’s one, and I hope a … Continue reading

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Glossiness

Today I’m starting to learn about “glossiness”. I thought that “specularity” was sufficient, but I guess I was wrong. I’m learning that I’ll need to control BOTH glossiness and specularity to achieve wet looking teeth, tongue, lips and eyes. Here … Continue reading

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Lighting and shadow

Today I experimented with lights, by moving the light sources around and playing with their brightness. But it was tricky to judge the true effects, because my 2 monitors had different brightness and contrast. So I’ve saved 3 versions of … Continue reading

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Dimple

April 29 update. We’ve been having trouble getting the dimple to move, without distorting the dimple, or, without distorting the skin around it. We’re planning to add more mesh, with curved “edgeflow” contours similar to the curves around the lateral … Continue reading

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Hat and Beard

The hat and the beard have now been modeled in 3D, and will be used to prove the feasiliby of having multiple add-on things, that can be separately added to the Moose’s head.

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