Friday, March 11, 2011

skin texturing finished



here are some renders from the final skin composite. the specularity still seems a little bit high but thats only because it has a direct light source hitting the chest.  I studied some references carefully and skin does actuallly shine like that under direct light- the legs are recieving much less direct light than the chest and are thus more diffuse.

regarding the seam issue that you can see here-


I already solved this issue I just havent updated the maps, its just a setting you click in zbrush when you are going to export your color maps, there is a fix UV seams button

also these images are rendered in a 32 bit linear color space in openEXR format so I had a lot of control over the final look in photoshop, and these are just one of many possible looks for the skin

Wednesday, March 9, 2011

WIP 3/9/11

I have what I can consider more or less concept art for the main character finished. I hesitate to say concept art because these are both completely done in 3D with (almost) final textures, but the eyes were added in post due to time constraints and the desire to get a mock up ready

The shaders also are not finished. I am using the miss_fast_skin shader for mental ray, and the the dual channel specularity built in to the shader does not have the best results (as is evident by the huge highlight in the chest area), it is best to output the SSS color of all layers into the additional color of an MIA material and derive the specularity from that shader as it is physically accurate. But once again, these were done mainly for testing purposes to make sure the model looked accurate with physical features

the hair was done with shave and a haircut, rendered separately in maya software, and everything was rendered using a linear workflow, just out of good practice

This is the original image and (relatively) close to the original render with some color corrections, white balance correction, gradient overlays, light tweaking etc



since the animation will take place largely underwater I wanted to do some color tests to see how close I could get to an underwater environment from just from color correction and a few added textures, here is a test





here is one showing the wireframe. the purple lines are nurbs curves guide hairs for the shave system

Wednesday, March 2, 2011

WIP 3/2/11

reworked the facial anatomy of my main model

old-



new-




finished texturing, ready for map export and SSS setup


entered the gnomon 3D image contest for February in order to obtain precious learning material

theme- candle lit

Tuesday, March 1, 2011

BFA show equipment requests

Ideally I would like some kind of display for playing back an animation in a continuous loop, like an LCD or plasma display. If there are none available I can use a projector but ideally I would like some kind of stand alone playback device, using a laptop or computer or dvd player etc to play back the device, which I would have to secure in some way. If I were to use a projector I would need a space to mount it somewhere, as well as secure it. In either case I would need access to an electrical outlet. Ideally I would like to be in the main area of the great space where there is access to natural light for the purposes of displaying framed prints from the final animation.

wall space for mounting framed animation stills

lighting for prints

access to electrical outlet