Showing posts with label texture. Show all posts
Showing posts with label texture. Show all posts
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.
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.
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.
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).
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
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
Monday, September 9, 2013
Quickie 03 - Orc #6
Still working on getting all the textures and displacement maps out and into maya. A lot of shader work, bit of a struggle but learning a ton. Hoping on getting everything render ready this week.
Tuesday, January 15, 2013
Next stop, Turtle City
So, I'm finally closing in on ending the turtle project. Just thought I'd post a few of the iterations that have come and gone for you all to see.
First one is the original idea, a city within a glass hemisphere. Spent a whole lot of time trying to get the city to integrate believably and look ok, but ended up scrapping the idea.
Second was having a mountain on top of the turtle's shell, with a city on top within a smaller glass dome. Spent a lot of time getting up to speed on texturing in Mari, but in the end I couldn't find any way to make the mountain integrate well onto the turtle model.
This is the one I'm ending up using. Kept the gate from #2, as well as the dome setup from #1. No more city. Now all I need is to finish up texturing the concrete hemisphere (it's concrete now, not glass), stick the submarines back in, light the window slits and hit render. Off to comp.
I'm not sure if I like turtles anymore.
First one is the original idea, a city within a glass hemisphere. Spent a whole lot of time trying to get the city to integrate believably and look ok, but ended up scrapping the idea.
Second was having a mountain on top of the turtle's shell, with a city on top within a smaller glass dome. Spent a lot of time getting up to speed on texturing in Mari, but in the end I couldn't find any way to make the mountain integrate well onto the turtle model.
This is the one I'm ending up using. Kept the gate from #2, as well as the dome setup from #1. No more city. Now all I need is to finish up texturing the concrete hemisphere (it's concrete now, not glass), stick the submarines back in, light the window slits and hit render. Off to comp.
I'm not sure if I like turtles anymore.
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