Modeled in - Maya
Render in - V-Ray
Texturing in - ZBrush
A previous render and a modeling time-lapse can be found HERE
Nath's digital art blog of tests, experiments, notes and practice sessions.
Showing posts with label Subsurface Scatter. Show all posts
Showing posts with label Subsurface Scatter. Show all posts
Friday, 9 February 2018
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;
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.

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
Friday, 5 February 2016
Hunting Humans
Hunting humans - Red Demon
Modeling: Maya + Zbrush
Texturing: Zbrush + Photoshop
Rendering: Mental Ray
Compositing: Photoshop
Labels:
After Effects,
Character,
Demon,
Epidermal,
Look Development,
Maps,
Maya,
Mel,
Mental Ray,
Modeling,
Render,
Rendering Principles,
Shader Network,
Shaders,
Skull,
SSS,
Subdermal,
Subsurface Scatter,
Zbrush
Subscribe to:
Posts (Atom)










