Wednesday, February 4, 2015

The Duct Tape Home Brew DIY School of the Arts

Just dropping a line on this old thing to redirect you to my current blog. This past September, I quit my job to study figure art for the next year, and I'm keeping a sort of daily journal of everything I'm doing over at www.freefallingartist.com. Come on by if you're interested!

The portfolio site listed in the previous post is also still up, even though it probably won't see any updates in a while as this other thing is going on.

Lars

Thursday, November 21, 2013

New Showreel and Portfolio site

A couple of days ago, I finally got around to posting my new website, along with a sparkling new showreel as well. Head over to stranden.prosite.com to check it out!

Wednesday, November 13, 2013

High res orc warrior render

Here is the final image of the orc warrior, now in super high res deliciousness! Heads up, might take a little while to load. In the progress of posting the turntable and breakdown video to Vimeo as we speak, will post the link here when it's up.


Thursday, November 7, 2013

Closeup



Finally done

Holy crap. It's done. The turntable is still rendering its last frames as we speak, but the stills and the model itself is finally done. Enough yappin', lets see the goods. The video will be up sometime later this week.







Wednesday, October 30, 2013

Lighting tests

So, the model is pretty much done, so I've been spending the day starting to set up the lighting. I originally started to go for a normal high contrast, rim lighty type setup. But I sort of fell for the winter-ish diffuse light coming from this HDRI from sIbl, so not sure what direction I'll end up going in.

Other than that, I still need to put in the eyebrows, as well as tweak the spec maps some.


Monday, October 28, 2013

Skin texturing in MARI

The final texture for this project is starting to take shape, hoping to be able to get most of it done tonight so I can start messing around with the SSS shader tomorrow. The texture for the body itself is made up of three 4096x4096 patches for each shader channel, so 18 texture maps total when all is said and done (diffuse, subdermal, epidermal, bump, reflection amount+glossiness, displacement).

Tricky part so far is getting all of the different projections to blend together nicely as far as brightness and color go.

When the base texture is done, I plan on tweaking it to a more olive type tone, as well as putting in some tattoo details on the left arm side.