Tuesday, February 26, 2013

Sculpting

20min sculpt and noise experiment. Must remember to turn on back face masking.


Monday, February 25, 2013

Portrait- revisions

The last 10% is the hardest 10%.  Getting there.


The next piece of equipment of the scene: a scanner! I wanted a second model to create two points of visual interest. It also allows me to reuse some of the shaders on the mortar.

Just a reminder: Mortar and scanner were originally sculpted by Forgeworld. The make might-i-fine models.

Pictures in order, low poly, high poly, and the scenes.






Monday, February 18, 2013

Street Environment- first draft

Getting some basic textures in, and time of day light color.  Lighting... ahhh that's it's own special challenge. Mixture of orange and blue lights to get the feeling, with more orange on the side. Only one casts blueish (cold) shadows. No specular, ambient occlusion or bump maps yet.


Heavy Mortar: high poly model and first shaders

Hello!

After a lot of experimenting, tutorials and other fiddling, I've laid out my first shader networks in maya. The blue grey is a mia_material_x with a base and reflected color. I used the satined metal and preset and mixed in about 60% matt finish. From there I messed with the glossiness and the direction of the anisotropy reflection angle, and tweeked the BRDF around a bit. After that, I added in a fractal + noise for the bump maping and knocked it wayyyyy down.

The copper was a blinn, with the diffuse dropped a bit, eccentricity lowered and specular roll off rised up. Warm yellow specular color. The main color was a cloud of oranges and reds, with a modified fractal for the bump map.







And finally, the hard surface modeled mortar!


Wednesday, February 6, 2013

zBrush fun

30 min of zbrush shenanigans.  Learning the new things.



Tuesday, February 5, 2013