So A few people asked me to reveal my working process and I was happy to share the information.
So I am posting 3 images to hopefully help spread some light on any areas people are interested in looking at.
To start with the lighting setup. Then the shader and unrendered model. Finally the rendered model close up.
This piece is only partly finished so the settings will change and of course I will do the hair, eyebrows, lashes and hopefully stuble.
Anymore questions thus far please feel free to ask, I won't bite.
Thanks for listening children.
Thursday, August 13, 2009
The making of Dr House part 1
Labels:
3d,
Dr house,
final gather,
Gregory house,
maya,
mental ray,
tutorial,
Zbrush
Monday, August 10, 2009
Sunday with Mental ray and Subsurface scattering
Usually it makes me shudder when I have to go through this stage of sculpting BUT for once it went well. I think I actually have a pretty good pipeline sorted out for doing these renders. When I did the chinese fishmonger my render times where over 15 minutes per frame, stupid. I needed this to change so after a few tweaks I have got the render time (for a 720p HD frame) down to about 1min 50seconds. Now rendering is no longer frustrating.
Anyway this is the middle-aged man with some extremely quick polypainting applied. The whole thing took about a day to texture in the end. The texture used are in no way finished yet but they include:- diffuse, epidermal, subdermal, back scatter and front facing spec.
The bust was then decimated in Zbrush to 400k and imported into maya.
I then rendered it using final gather.
So far I was so pleased with the results I thought I would show you guys on the blog.
I really hope you think the results are as good I think they are. Chinese fishmonger took months to create this took about 3 days so the pipeline is far more efficent.
Any questions please feel free to ask.
Anyway this is the middle-aged man with some extremely quick polypainting applied. The whole thing took about a day to texture in the end. The texture used are in no way finished yet but they include:- diffuse, epidermal, subdermal, back scatter and front facing spec.
The bust was then decimated in Zbrush to 400k and imported into maya.
I then rendered it using final gather.
So far I was so pleased with the results I thought I would show you guys on the blog.
I really hope you think the results are as good I think they are. Chinese fishmonger took months to create this took about 3 days so the pipeline is far more efficent.
Any questions please feel free to ask.
Labels:
3d,
3d model,
decimation master,
mental ray,
sculpt,
Zbrush
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