
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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