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MiBound's Secret Lab; 13 New Animals Released!
Topic Started: Jun 10 2013, 02:53 AM (324,869 Views)
Scott
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Dat Parrot!

Now that is really good! I personally think that it is one of your best ever. (everything you have done is brilliant) :P
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Brzoza552
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Brzoza

Your projects are perfect skin have very good quality and are very realistic, keep up the good more species of birds, just a pity that there is no new animations for birds it would be even more realistically if ;)
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Brzoza552
Feb 16 2015, 07:41 PM
Your projects are perfect skin have very good quality and are very realistic, keep up the good more species of birds, just a pity that there is no new animations for birds it would be even more realistically if ;)
Hendrix made some new bird anims with his bone set (which most of these don't use, unfortunately). My only problem with them is that they don't fly very high, and I miss watching all my birds flying around their aviary at more than a foot off of the ground. I figure if I mix bird projects between Hendrix's sets and the old Secretary Bird set, it'll look okay in combined exhibits.

I may try to make some statues for some of these guys as well, so if you use them in an S&T, you can have those to help with the "realism"... at least for your photos, anyway!
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Jules
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Mihi est imperare orbi universo

*leaves designing altogether*

How are you so good xD
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Crookedjaw
Feb 16 2015, 07:59 PM
*leaves designing altogether*

How are you so good xD
-drags Crooky back to designing-
I'm not! It's mostly copy + paste! XD
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Terrena Laxamentum
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There is always something going on...

Amazing work on the birds!
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Ignacio
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Ex Corrupt Staff

MiBound
Feb 16 2015, 08:01 PM
Crookedjaw
Feb 16 2015, 07:59 PM
*leaves designing altogether*

How are you so good xD
-drags Crooky back to designing-
I'm not! It's mostly copy + paste! XD
Those skins are way more than that xD

Can't wait to see the variants. That is like your trade mark xD

I hope someone can edit the rosella's beak. We need parakeets, lorikeets and other small parrots models with small beaks.
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Paleop
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Paleopterix

Isn't there a way to alter the code or tweak/add to the animations like Lego did with the secretary bird in order to make birds fly higher?
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Ignacio
Feb 16 2015, 08:07 PM
MiBound
Feb 16 2015, 08:01 PM
Crookedjaw
Feb 16 2015, 07:59 PM
*leaves designing altogether*

How are you so good xD
-drags Crooky back to designing-
I'm not! It's mostly copy + paste! XD
Those skins are way more than that xD

Can't wait to see the variants. That is like your trade mark xD

I hope someone can edit the rosella's beak. We need parakeets, lorikeets and other small parrots models with small beaks.
The funny thing is... it's really not much more than that.

There are certainly amazing people skinning from scratch, with scratch textures, color layers, etc., but I've moved away from that (because I'm both lazy AND not good at it). Making a skin like the Rosella really comes down to finding good references and learning how to "read" the UV map (in terms of how the skin should flow). Then it's just copy, paste, some scaling (bigger, smaller, taller, shorter, longer, narrower), warp tool (wish I had puppet warp... bah!), eraser, burn/dodge, clone stamp, sharpen filter, playing with hue, saturation, color values, etc., to make everything match and blend into one skin. The hardest part is resolving seams, and the bird models have very few places for those to crop up anyway (mammals are another story entirely).

The only time you really run into problems skinning like this is when you *don't* have good references... then it becomes necessary to get creative, looking up similar species and cobbling together the "parts" of those animals to make your best approximation of whatever you're aiming for (see: Golden-headed Quetzal wing, which is mostly a generic blue passerine bird wing with the color changed and the fringe and back feathers from the Quetzal on top).

Throw some texture layers (desaturate, sharpen, increase contrast, set to soft light) on top to fix blurry areas and give the skin some more depth, and you're all set.

Not hard. Just moving toggles around in Photoshop and hitting Copy + Paste. :P

#Paleop: No idea. That's beyond my paygrade :P
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Jules
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Mihi est imperare orbi universo

>tfw I work like this but still looks bad in the end
xD
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Crookedjaw
Feb 16 2015, 08:46 PM
>tfw I work like this but still looks bad in the end
xD
I think your skins are fantastic, so I'm not sure what you're talking about, friend. :P
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Mayer
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MiBound
Feb 16 2015, 08:30 PM
he funny thing is... it's really not much more than that.

There are certainly amazing people skinning from scratch, with scratch textures, color layers, etc., but I've moved away from that (because I'm both lazy AND not good at it). Making a skin like the Rosella really comes down to finding good references and learning how to "read" the UV map (in terms of how the skin should flow). Then it's just copy, paste, some scaling (bigger, smaller, taller, shorter, longer, narrower), warp tool (wish I had puppet warp... bah!), eraser, burn/dodge, clone stamp, sharpen filter, playing with hue, saturation, color values, etc., to make everything match and blend into one skin. The hardest part is resolving seams, and the bird models have very few places for those to crop up anyway (ma mmals are another story entirely).

The only time you really run into problems skinning like this is when you *don't* have good references... then it becomes necessary to get creative, looking up similar species and cobbling together the "parts" of those animals to make your best approximation of whatever you're aiming for (see: Golden-headed Quetzal wing, which is mostly a generic blue passerine bird wing with the color changed and the fringe and back feathers from the Quetzal on top).

Throw some texture layers (desaturate, sharpen, increase contrast, set to soft light) on top to fix blurry areas and give the skin some more depth, and you're all set.

Not hard. Just moving toggles around in Photoshop and hitting Copy + Paste. :P

#Paleop: No idea. That's beyond my paygrade :P
First, some really great projects you got going here, very well done!

While we're on the topic of skinning techniques I thought I'd comment on your method a little. Even though you are doing pretty well as it is with the photo sourcing (which is the better technique by far) you may want to consider using more manual techniques and hand painting alongside it so it becomes photo-manipulation instead. Firstly because shading and additional textures can help give a more 3D feel but more importantly it's useful in joining sections from separate reference photos you've copied and pasted as they're bound to be different in 3 ways: shade, colour and texture. This is where black/white paint under soft light/overlay plus the desaturate high pass contrast SL/overlay come in useful. From looking at your skins and method im merely suggesting you try it out. :) also very useful to be aquainted with these techniques when you don't have those good refs. ;) like wat I had to do with the RR sable skin. Apart from the head it was all done from scratch. Essentially it just increases your versatility as a skinner is all im saying.:)

Oh and a few suggestions:
Scaling- only resize proportionally then warp; warp- normal better than puppet warp; burn/dodge- ew makes a right mess use black/white paint on soft light; sharpen- unsharp mask at 0.2

Just wanted to put all that out there, see what you think (perhaps useful for other photoshop users here as well?)
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Mayer
Feb 16 2015, 09:10 PM
MiBound
Feb 16 2015, 08:30 PM
he funny thing is... it's really not much more than that.

There are certainly amazing people skinning from scratch, with scratch textures, color layers, etc., but I've moved away from that (because I'm both lazy AND not good at it). Making a skin like the Rosella really comes down to finding good references and learning how to "read" the UV map (in terms of how the skin should flow). Then it's just copy, paste, some scaling (bigger, smaller, taller, shorter, longer, narrower), warp tool (wish I had puppet warp... bah!), eraser, burn/dodge, clone stamp, sharpen filter, playing with hue, saturation, color values, etc., to make everything match and blend into one skin. The hardest part is resolving seams, and the bird models have very few places for those to crop up anyway (ma mmals are another story entirely).

The only time you really run into problems skinning like this is when you *don't* have good references... then it becomes necessary to get creative, looking up similar species and cobbling together the "parts" of those animals to make your best approximation of whatever you're aiming for (see: Golden-headed Quetzal wing, which is mostly a generic blue passerine bird wing with the color changed and the fringe and back feathers from the Quetzal on top).

Throw some texture layers (desaturate, sharpen, increase contrast, set to soft light) on top to fix blurry areas and give the skin some more depth, and you're all set.

Not hard. Just moving toggles around in Photoshop and hitting Copy + Paste. :P

#Paleop: No idea. That's beyond my paygrade :P
First, some really great projects you got going here, very well done!

While we're on the topic of skinning techniques I thought I'd comment on your method a little. Even though you are doing pretty well as it is with the photo sourcing (which is the better technique by far) you may want to consider using more manual techniques and hand painting alongside it so it becomes photo-manipulation instead. Firstly because shading and additional textures can help give a more 3D feel but more importantly it's useful in joining sections from separate reference photos you've copied and pasted as they're bound to be different in 3 ways: shade, colour and texture. This is where black/white paint under soft light/overlay plus the desaturate high pass contrast SL/overlay come in useful. From looking at your skins and method im merely suggesting you try it out. :) also very useful to be aquainted with these techniques when you don't have those good refs. ;) like wat I had to do with the RR sable skin. Apart from the head it was all done from scratch. Essentially it just increases your versatility as a skinner is all im saying.:)

Oh and a few suggestions:
Scaling- only resize proportionally then warp; warp- normal better than puppet warp; burn/dodge- ew makes a right mess use black/white paint on soft light; sharpen- unsharp mask at 0.2

Just wanted to put all that out there, see what you think (perhaps useful for other photoshop users here as well?)
Thanks Mayer :) I'm always trying to learn new/better/more sensible techniques. The more I collaborate with other designers, the more I learn (I'm looking at you, Jannick!). I have a bunch of general digital art tutorials bookmarked on deviantArt, and one day I'll get around to really digging into Photoshop and figuring out a few new tricks.

Anyway, I appreciate the tips and hopefully I can put them to use... especially when, like you said, good references become scarce :P
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Platypus
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So about that trogon model - it's been ages since I made that, and I really don't remember what exactly the model I made it out of was... But I'm fairly confident it was an AVES model, so you could probably credit Hendrix for that I guess. :P
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Lgcfm
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The Download Lady

MiBound
Feb 16 2015, 07:48 PM
My only problem with them is that they don't fly very high, and I miss watching all my birds flying around their aviary at more than a foot off of the ground. I figure if I mix bird projects between Hendrix's sets and the old Secretary Bird set, it'll look okay in combined exhibits.

I may try to make some statues for some of these guys as well, so if you use them in an S&T, you can have those to help with the "realism"... at least for your photos, anyway!
Have you tried this hack for birds?
http://w11.zetaboards.com/Gaia/topic/7943043/1/#new
it works on every bird that uses secretary anims.

edit: sorry for double post, clicking mistake, please delete this one.
Edited by Lgcfm, Feb 16 2015, 10:14 PM.
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