z bubble suit 0o i tottaly forgot about this one
Im not so exited about entering from the back instead of wearing it (as a standard for all kinds of future suits) maybe for space suits that is ok( or im just saying this because i never been through the strugle of wearing one normal suit ;p). I maybe like too much the Iron man way of entering in a suit heh. But what i surelly like is the design for the helm/glass embeded to the neck/shoulders, it looks advanced and practical.
If i was trying to design a spin off of that design ment for lets say Mars terraform,, i would try to make the glass cover move along with the head (more freelly), i would bring all the suit more close to the body (like in your design), and i could possiblty throw some augmented reality ui in the mix. In general terraform suits can be potentionaly much more flexible than space walk suits. Im just commenting on zbubble you know that i alrdy like your design . I think with some color stripes it will look awesome.
Biosuit WIP
- Daniel Brassard
- Posts: 878
- Joined: 18 Mar 2010, 23:38
- Location: St. Thomas, Ontario
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Re: Biosuit WIP
@Mathaeus
Thanks for the insight about the suit and your inspiration behind the choice of the helmet. I did understand that you wanted to show the full head and hair and why you chose the all glass helmet. Looking forward to see where you are going to push this designs.
Cheers!
Thanks for the insight about the suit and your inspiration behind the choice of the helmet. I did understand that you wanted to show the full head and hair and why you chose the all glass helmet. Looking forward to see where you are going to push this designs.
Cheers!
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Re: Biosuit WIP
Thank you guys
Important things first... Just found an answer to question that bothered me for decades , how do astronauts scratch their nose in their spacesuits. I'd take it as a yet another reason for huge and fixed helmet.
Here are new renders, let's say some of finals. From technical side, it went just fine, been able to fit all that crap into my 16 gigs of memory, actually it was always below 10 gigs. Mantra rendering is separate process, which means, when rendering single still picture to MPlay, once MPlay window is launched, Houdini could be closed, leaving more memory for Mantra. ip/MPlay option is one that displays the pic as it renders, giving a nice visual experience, also around half of hour for fighting on internet forums and such activities.
As usually, added a lot of point-sand-dust rendering, around 40 Mio of points at all. Probably will try to render one pic where everything is covered by sand. Houdini Scatter SOP evaluates fine, as long as it is left to evaluate it's SIMD story alone, without any 'post process' after, that means without relaxing too. That is, all attributes including 'width' (that's point radius or curve thickness in H) have to be set on emitter, before Scatter SOP. This disables the total per-point 'individualizing', however from my experiments, these small differences are almost invisible with such huge counts.
Important things first... Just found an answer to question that bothered me for decades , how do astronauts scratch their nose in their spacesuits. I'd take it as a yet another reason for huge and fixed helmet.
Here are new renders, let's say some of finals. From technical side, it went just fine, been able to fit all that crap into my 16 gigs of memory, actually it was always below 10 gigs. Mantra rendering is separate process, which means, when rendering single still picture to MPlay, once MPlay window is launched, Houdini could be closed, leaving more memory for Mantra. ip/MPlay option is one that displays the pic as it renders, giving a nice visual experience, also around half of hour for fighting on internet forums and such activities.
As usually, added a lot of point-sand-dust rendering, around 40 Mio of points at all. Probably will try to render one pic where everything is covered by sand. Houdini Scatter SOP evaluates fine, as long as it is left to evaluate it's SIMD story alone, without any 'post process' after, that means without relaxing too. That is, all attributes including 'width' (that's point radius or curve thickness in H) have to be set on emitter, before Scatter SOP. This disables the total per-point 'individualizing', however from my experiments, these small differences are almost invisible with such huge counts.
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