Tuesday, August 14, 2012
Friday, July 27, 2012
Monday, July 9, 2012
Wednesday, July 4, 2012
Shader test
She needs a prop...
I think the character I've made needs a way to defend herself from the hazards of travelling in space. So I decided to draw up something for her in Photoshop.
Getting in touch with the roots
I think what makes a good artist has a lot to do with observation. So I always try (whenever I have the time) to try and do some life drawings because it requires a lot of attention to detail. Your eyes are like muscles, the more you use it the easier and better you get at it, so life drawing almost acts like exercise for your eyes.
Here is a collage of features of several different women I just found randomly on the internet and quickly drew some sketches to learn more about their features and what makes them look real.
I used a dark brown pencil crayon on just a regular sketch book. The reason why I chose to go with a pencil crayon of all things is mainly I didn't have a dark pencil lying around.... It keeps the page clean and wouldn't smudge over time, and its dark color allows a higher level of contrast. The down side is making mistakes are hard to correct... BUT since they were just quick sketches it didn't really bother me that much.
Character Render Test
This is a character I have been working on. Her body is rigged and pose able (I just gotta get around doing so!). Her likeness is modeled after a model friend of mine, Carola Cudemo. This model took roughly 3 months to complete as well. Using an old female template I had in 3ds Max and again exporting it to Softimage.
The reason why I chose to go with Softimage instead if 3ds Max mainly is their strong modelling tools and the render passes feature.
The reason why I chose to go with Softimage instead if 3ds Max mainly is their strong modelling tools and the render passes feature.
Set Breakdown
The final render was composited through 10 main passes.
Beauty Pass
FX ID Pass - Allows me to isolate the texture information for each material for easy adjustments
Object ID pass - Allows to color correct the different types of objects differently
Reflection Pass
Ambient Occlusion Pass
Fog FX Pass
Hologram FX Pass
GUI FX Pass
Background Matte pass
Velocity Pass - Apply motion blur in comp
Beauty Pass
FX ID Pass - Allows me to isolate the texture information for each material for easy adjustments
Object ID pass - Allows to color correct the different types of objects differently
Reflection Pass
Ambient Occlusion Pass
Fog FX Pass
Hologram FX Pass
GUI FX Pass
Background Matte pass
Velocity Pass - Apply motion blur in comp
My First Post!
Hmmm... where to begin. I guess I'll just jump right into it! I'm currently working on a demo reel about somethings I've been inching to work on for quite some time.
This is the first test render of a set I've created. It took about 3 months of my spare time to model, texture, composite this image. I used Autodesk 3ds Max to model the template. Then decided later to switch to Autodesk Softimage as my main 3D package. I used Adobe Photoshop to paint all my textures and matte painting. Eyeon Fusion for final composites, FX creation, and GUI animation.
This is the first test render of a set I've created. It took about 3 months of my spare time to model, texture, composite this image. I used Autodesk 3ds Max to model the template. Then decided later to switch to Autodesk Softimage as my main 3D package. I used Adobe Photoshop to paint all my textures and matte painting. Eyeon Fusion for final composites, FX creation, and GUI animation.
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