Showing posts with label rendering. Show all posts
Showing posts with label rendering. Show all posts

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

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.


Friday, October 18, 2013

Aaand done

Finally finished one of the 2 pieces I've been raving on about. Still need to render a spin of this one, but all the bits and bobs are in there now, and the still image gave me a good opportunity to try out some grading and color choices in Photoshop. Hope you like it. If you don't, I'll probably start crying. Please don't make me cry.


Final graded version

Clay

Ungraded render straight from vray

Thursday, October 17, 2013

More SSS testin'

Did some more tweaks on the SSS shader and the texture maps themselves today. Was looking very rubber-masky, and while the latest tweaks takes out some of the subsurfacy goodness we all love too much, I think it looks a lot more realistic this way.

Eyebrows still crazy (vray fur), eyelashes way to dark and opaque (exported fibermesh from zbrush).


Sunday, October 13, 2013

SSS skin shader tests

Man, skin shaders are a lot of work. My inner render dude is loving it. My inner sculptor is crying a silent tear for all the details that get blurred out by the SSS.



Thursday, October 10, 2013

Almost there

Here's a couple of wip grabs from the two pieces I've been working on lately, the first being one of the test renders I did earlier today of the orc model. Still some tweaking to do on the metal shaders, as well as getting the body itself textured etc, but it's still a major relief to finally have all of the pieces present in the maya scene.

I just did the count, and jesus christ, with all the displacement maps, spec, glossiness, bump, and diffuse maps, and with many parts using multiple UV patches, this thing now has exactly 100 texture maps applied to it. Stupid, right?

The second image is where I'm currently at with the skin textures for the monster bust I posted last time. What you're feasting your eyeballs on here is an ortographic screengrab of the flat shaded base texture in Mari, from which I'll be deriving all the textures for the SSS skin shader except for the displacement (diffuse, subdermal, epidermal as well as the two specular maps).

Expect more updates over the next week or so as I try to finally get this thing done.

L