Thursday, January 31, 2008

February Project Update





Here is the base mesh for February Theme project. You can check out the original sketch and source images at: http://www.digitaltutors.com/chit_chat/showthread.php?t=7066

The feet are just deformed dummy's from the Artemis project until I've modeled the boots. The hands and head were modeled seperately to make it easier. The suit started from a polyCube that I extruded in Maya and exported as an OBJ in ZBrush where I sculpted the rest. Everything except the feet were modeled in ZBrush. I have to find a way to save time, since I have 3 more characters to model.

I hope you like it! And any feedback will be most welcome!

Monday, January 28, 2008

The Queen of Babylon


Here's a pic of the Queen of Babylon. It's more a screenshot of a film project I'm working on. I liked this shot of her, so I decided to render out a large image. The texturing and shading isn't quite done yet, but it's already at a stage where I feel it's taking shape. The set she's in is a combination of 3D elements and painted Backdrops. It's awesome what some DOF and environment fog will do...
I hope you like it...

Wednesday, January 23, 2008

Myth Project Update (Final)


She's finally done. Thanks to Siller from DigitalTutors.com I managed to render in Mental Ray. Thanks a million Siller! I changed the hair completely, since it didn't work from this angle. And I started playing around with the shading, because up until now it was just the default shading. I added some caustics as well as a lens flare glow on the specular of some of the metal shaders. I added one more spotlight with a fractal material that has no effect on the objects to create the light shafts beaming down from the upper right corner.
I hope you like the image and please feel free to leave your comments ... I'm really excited also about next month's project, which should be very interesting...

Tuesday, January 22, 2008

Myth Project Update



Here is a preview render in Software with a different camera angle. I prefer this angle because it's more dynamic and better in terms of composition. I also added some fluid effects that's more prominent in the background than the foreground because of the low antialiasing. If I'm going with this angle, then I would have to tweak the hair a bit to get rid of any bold spots. I'm almost done, I just need to figure out the little details and then render the final in Mental Ray.

Myth Project Update


Here's the first render. It's not Mental Ray, I rendered it in Software just to see what it will look like. I've also added all the render passes. Shadow Pass, Specular Pass, Diffuse Pass and then the final render. It's not quite the look I was going for, but I'll keep playing with it in Mental Ray until it works.

Saturday, January 19, 2008

Myth Project Update



The textures are finally done. What really saved me in laying out the UVs for a posed character was the fact that I continually moved UVs around as I was modeling. It makes the modeling process longer, but it seriously makes the texturing process easier. I also added a lot of procedural textures to the accessories, so hopefully it will turn out nicely in the final render. Next will be the clouds and then I'll add some SSS for the skin. Most probably, my next post will be a render, just to see how things are looking so far...

Friday, January 18, 2008

Surf Advert

I was responsible for the animatics of this live action commercial. It's great to see everything taking shape...