Showing posts with label SSS. Show all posts
Showing posts with label SSS. Show all posts

Wednesday, 24 January 2018

Redback Spider (W.I.P)

Modeling in   - Blender 
Hair added in - Maya
Rendered in   - V-Ray




Light Balance: 


Test render of  just the spider:





As a workflow test I decided to model a new Redback in Blender using Blenders Skin Modifer. Previously I modeled one in Maya.

I noted my first attempt at using Blenders Skin Modifier HERE. Once the base shape was created I retopologized the mesh using the blender add-on RetypoFlow.


Render test one. I created a web alpha in photoshop and projected them onto images planes in Maya. Here is a test render:
The web is, in all honesty, not very believable, the spiders joints are way to bright and the lighting isn't the best. I decided to do a test without a background or hair:

....could be better but, as always, it's a W.I.P.

Wednesday, 20 September 2017

Instancing test using Maya's Mash + Vray

This is a test for instancing grass with Mash in Maya. Very simple. Very quick. The settings are low and the render took next to no time. Perfect for previewing.


Oh how I am going to love using mash... and it has a python node!

I recently delved into writing some math nodes for Maya with python, (and compiling them in c++), with the idea of building something like what Rhino has with Grasshopper. It's turning into an excellent learning exercise. However, mash already has a lot of what I always wanted Maya to have. So... fun times ahead.

To test out some instancing using Maya's Mash:

1. Paint Effect for grass  - converted to polygon quads;
 
2. UV's organized 3X3. Vray 2 sided shader applied:
3. I thought I would throw in an old skull I poly modeled a long time ago. I decimated it in Zbrush, instead of using a displacement, and gave it a Vrays SSS shader. Here is a time-lapse of the Maya session:



4. In mash I instanced the grass over a plane and created a falloff object to mute the grass around the skull within a strength node. I also added a random node to the mix.

There is so much artistic control with this kind of procedural approach. Change, add, swap, blend, randomize, mute, duplicate etc.



Tuesday, 6 June 2017

Green Cicada

3DS Max - Zbrush - Vray



Light Balance - Vray for Max
 


Base mesh for Cicada - Modeled in 3DS Max
 

Zbrush - Detailing and Poly Painting

Friday, 5 February 2016

Hunting Humans

Hunting humans - Red Demon
Modeling:      Maya + Zbrush
Texturing:      Zbrush + Photoshop
Rendering:     Mental Ray
Compositing: Photoshop