Greatest Robot in the World!

Its been a while since my last post, as are my posts really...few and far between! But never fear my life has been full of 3D!!

I've started on a new project, I wanted to experiment with hard surface modelling in 3DS Max and I also wanted to have a crack and create a character that I could then rig!

So lots of new concepts to research and learn on this one!

My inspiration for the piece comes from one of my favorite cartoons of [.....]

Fire Snake - Workflow Re-cap

So I completed the my first Zbrush project and even though I did not expect to create a polished render at the end of this learning exercise I'm really happy with the outcome. I learnt a great deal about sculpting, poly painting and even post processing in photoshop.

Here is a run down on the workflow I went through to get to the final render

1. zSketch Concept

Using zSpheres and zSketch I drew out the basic module I was looking for. It was originally [.....]

New Zbrush WIP

I've slowing been churning through the 'Intro to Zbrush' book, which I am getting a lot out of. I found a lot of good information on the creation of brushes and alphas and I subsquently spent ALOT of time mucking around with scales for my snake sculpt, which has now become my main project for learning the techniques in the book.
I now consider the sculpting part of the model complete and I will be moving onto poly painting and materials in the final chapters of the book.
[.....]

Zbrush hurts my head

I've been carrying on with the Intro to Zbrush book and I must give credit when credits due, the book is easy to follow and understand. Eric Keller seems to focus on creating dragons in the book and I've followed through but all of my creations thus far have deviated somewhere along the line to become something other than dragons!

I've also started working with a Wacom tablet. I bought a Bamboo Fun - Pen and Touch which is the upper end of the Bamboo range but definitely not [.....]

Sculpty, Sculpt, Sculpt

Its been a while between posted but i have still be dipping into some 3D art whenever I can find that time. I focusing my efforts on learning ZBrush at the moment.

I'm running through the book "Introducing Zbrush by Eric Keller" So far i'm finding it very easy to follow. I've at a bit of a play in Zbrush in my last couple of projects, just I've already picked a bunch of thing that would have been useful to know. Such as Dynamesh and Subtools !!
[.....]

I have just finished my recent project which I call 'Mind Fields' I wanted to make a detailed post outlining the work flow I took to get to the end result. I dedicate this to my sister who complained about my last piece and said I should make something 'pretty'. So I wanted to show her that 'brains and eyeballs' could be pretty too ;)

1 - Initial Modelling

I had already modelled the brain and spine in my last piece using Zbrush, I just needed to create the 'coxic' bone at the end of the spine which I did in 3D Max along with the rest of the scene. I knew I was going for a stylised scene so I didn't need to focus on too much detail.

I modelled wings using boxes and I used the loft object for the flower stem and I created the main flower petals using box modelling as well.

I used the bend modifier to shape the petals, wings and bend the 'butterfly' spines into the correct shape, so they appeared to be flying around the flower.

I used a capsule primitive for the rock then applied a noise modifier to give it an uneven surface.
 
Wing with base material

 
Eye ball with eyelid
 
 


 
2 - Modelling Detail and Base Materials
 
The next part of my work flow involved adding some more detail to the scene and getting some base details into the project.
 
I used the fantastic free plug in for 3ds max 'Grass-o-matic' I'll add a download link soon! With a bit of playing around I add a grass surface to the rock.
 
I also created a 'sky dome' using a half sphere with the normal modifier applied. I have it a gradient material then I created a bunch of atmospheric gizmo's to create the clouds.
 
I found a great tutorial on this process here - Creating Volumetric Clouds.
 
I also added some simple models for additional details, small flowers in the grass and hanging flowers off the rock and of course added my 'eyeball flower' to the centre of the rock.
 
Base Scene with Sky Dome and Clouds
 
 
 
3 - Materials and Textures
 
The third part of my work flow was to create materials for all the various parts and get things looking 'pretty' I wanted something bright!
 
I used UVW Unwrap modifier to get a base texture template for the wings, the took the template into photoshop to create the patterns for the wings.
 
I also created various textures for the spines and brains, nothing too complex, I just stuck to my idea of bright and colourful.
 
UVW Template
 
 
Wing Photoshop Texture
 
 
Brain-Butterfly Material Layout
 
 
Textured Butterfly
 
 
 
 
4 - Particle Effect
 
The next step was to create some particle trails for the butterflies. I used the max particle system to do this and created some spiral loft objects to act as the paths and particle emitters.
 
It was a standard flow, with 5-side star shape at about 130 amount with some random rotation.
 
I applied some mental ray glow materials to the particles to get a bright effect.
 
 Particle View for the 'star trails'
 
 
 
Particle Test Render
 
 
 
5 - Render, Lighting and Post Production
 
The final part of my work flow is rendering and lighting. I used a standard 3 point lighting system to light my scene, although I modified the sky dome so it would not receive shadows. Here is a great explanation on 3-point lighting setups
 
Mental Ray was the render engine used.
 
I used a final gather at medium, sampling at 16/16 Mitchel and enabled global illumination The final resolution was 2000 x 1500. The render took about 25mins on my beefy laptop.
 
Here are a few test renders that occurred along the way, that show how the project evolved.
 
Butterfly Test Render
 
Flower and Base Scene Test Render
 
 
 
Scene Test Render
 
 
Black Background Test Render
 
 
Sampling Render
 
 
 
The very last part involved a tiny bit of colour correction on the final render in photoshop, and here is the completed image.
 

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

'Brain Experiment' Scene Finals

So I have finished with the 'Brain' scene. Its not exactly what I had in 'mind' excuse the pun ;) when I first started the project but I did learn a tonne from doing it.

Working with Hi-Poly models definitely makes it harder on your PC and in turn can slow the whole process down. I also experimented a lot with importing and exporting between ZBrush and 3DS Max so lots of good take away points there.

I also learned a lot more about UVWs [.....]

Continued WIP

So I have been slowly updating my latest scene. There have been a few changes and I find myself moving between modelling and materials. Not the ideal workflow but it helps a lot with my creativity.

I've been wresting with the UVW Unwrap modify which is taking some getting used to but it definitely is must improved in the latest version of 3DS Max, I also like that you can now just render out the UVWs without needing a plugin like texporter as I previously used to [.....]

Zbrushing

I have started work on a new project. In this project I wanted to get some practice with ZBrush. Initial impressions of the application are good and I can straight away see how powerful it is and how easy it is to create some detailed models.

It definitely is a very different way of working in comparison to 3DS Max, the controls are quite different so its taking a while to adapt moving from one application to the next.

It has also opened up so [.....]

Price of 3DS Max...W T F!

I have been using trial products of Autodesk to do most of my work and until recently I had not looked into the pricing of the products I was using.

I could not believe that the Autodesk 3DS Max 2013 product is over 3K USD!

I understand it is a professional package used by large companies but sure Autodesk can come up with a better price for private users.

I do not profit from any of my work it is purely a hobby interest for me and this price is just way above what I am prepared to pay at this stage. Crazy! [.....]

Final Render! Woop Woop!

I have completed the 'Scary Fairytale' scene and overall I'm pretty happy with the result. I learnt so much on this project, in particular a lot about rendering and lighting systems. My final render was done with mental ray. 2200 x 1700 resolution with very high final gather and 64/64 sampling. It took approx 5 hours on my laptop to output :)

Here are some render process shots.


Here is a clay render done using the Quicksilver renderer.



And lastly, the final [.....]

Cloud 9

I went searching for some tips and techniques for creating clouds. There are a few tutorials out there on the web for clouds in 3ds Max, some using atmospheric effects like 'volume fog' and others using particle systems and materials. I originally was planning to have some clouds in my 'creepy fairytale' scene but decided against it because I didn't get the look I was after. However here is the best tutorial I found.

http://www.cgarena.com/freestuff/tutorials/max/clouds2/clouds2.html [.....]

More WIP Renders

I have spent a couple of sessions setting up materials for the 'Creepy Fairytale' scene. I did a few tutorials on materials and textures which definitely helped. But the process of adding materials is difficult and one that I still need a lot of practice doing!
I also learnt that I need to plan better during the modelling stage so I can separate geometry easily to make adding materials easier.
So below is a higher quality render. 16/16 sampling, high level final gather and 1024x768 size.
I think [.....]

Updated WIP 'Creepy Fairytale'

Crickey!! Another blog update so soon! What is the world coming too. Well actually my friends this is because I am really enjoying my current project and I'm happy to say I've made good progress. I have completed the modelling of the scene!!

I have been experiementing with various renders and also enviroment fog effects, the renders take approx 3 mins each time for a 640 x 480 shot. I assume now because I have a large number of objects such as stones for the path [.....]

New WIP - Stylized Scene

So I've been getting stuck into things lately and I'm happy to say i've progressed nicely with a new project. I wanted to experiment with rendering and lighting so this project involves a stylized scene.

I used the mental ray daylight system to setup a moonlight scene, I followed some of the steps found in this great tutorial. http://www.polygonblog.com/3d-water-the-ocean/

I created the models so far the church, tree, fence and terrain. I've also added some mental ray area lights in the church. I've had to [.....]

Craft VFX - POrtal: Terminal Velocity

A great example of integrated 3D effects into live action video. Very well done and a great game at that!

POrtal: Terminal Velocity
http://vimeo.com/43800150 [.....]

Back Again

Ok so I know my posts are very few and far between, but I can assure you I haven't lost my interest in 3D art. Personal and professional life have sometimes made it hard for me to find the time to work on projects and keep learning. But over the last month or so I'm happy to say I found some solid time to work on a project and I have completed my first full model and render base around a tutorial on the web. I found the [.....]

Next PostNewer Posts Previous PostOlder Posts Home