I am the fourth generation of artists in my family, and the first to make it a profession. This is the record of my ongoing journey to master the traditional and digital professions.
Monday, February 25, 2013
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.
Tuesday, February 19, 2013
Monday, February 18, 2013
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!
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!
Friday, February 15, 2013
Tuesday, February 12, 2013
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