Thursday, February 24, 2011

2/24 project update

lighting and modeling test render. jellyfish made using a revolved nurbs sphere converted to polygons, tentacles are made of a hair system also converted to polygons, both to be converted to nCloth for procedural animation. rendered in mental ray, used mia_material for a shader, still need to fix the fresnel reflections in the jellyfish. glows made using a surface luminance node outvalue to vchord of a ramp to glow intensity of a lambert as a workaround to artifacting from glows in mental ray. still might comp it in post however



lighting tests using mental ray glow as described above (right) vs. mia_light surface attached to additional color of an mia_material (left). light surface shaders create artifacting when used with a final gathering solution, so I will probably scrap that in favor of a photometric light with an IES profile outputted to a blackbody shader to control color temperature to control the jellyfish illumination/bounce light



sculpting finished on final character young version, still have to make older version but that will be a different model with just the head visible to allow for more polygons. current model is just over 13 million



laid out UV's, started texturing using a mix of photographic textures and polypainting. some elements like the hair will not be present in the final texture map. this is a low res map (1k) exported from subD 1 level so there is very little detail here, just for examples sake

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