Monday, September 28, 2015
Uvs and extra stuff
Adding some extra parts to fit the concept , also done with main retopo and Uv tiling , it's going to be 5 x 5 , 2048px
Sunday, September 27, 2015
Almost done with retopo....
Took a break for a while but almost finished retopo , some parts are left then I'l need to create and pack all of the UV's , bake all of the maps , pose the character , simulate cloth , retopo uv bake that and figure a goo way to make hair
Totally 34500 faces so approximately 17000 faces of manual retopo
Wednesday, September 23, 2015
And more retopo
Fixing the hands and more retopo work , they will need more polygons because I don't want to deal with displacement problems later, so I have smooth it once
Tuesday, September 22, 2015
UDIM test and organization for MARI texturing
More retopo and planning for future UDIM placement
Found out you can save UDIMS in Zbrush directly for multiple subtools in one click only problem it stops in the middle of baking few times when it switches subtool for no reason !!! (if you're not inside zbrush)
some back muscles need more work but currently there's 2x3 2048 UDIMS trying to group them by material and use them efficiently
Found out you can save UDIMS in Zbrush directly for multiple subtools in one click only problem it stops in the middle of baking few times when it switches subtool for no reason !!! (if you're not inside zbrush)
some back muscles need more work but currently there's 2x3 2048 UDIMS trying to group them by material and use them efficiently
Saturday, September 19, 2015
More Displacement ,bump, gloss map tests
Trying to get the look I want for the metal pieces , and all I will need to do later is to copy/paste and add some details (because I will already know the exact values that will work with my scene and light setup) , had some problems with displacement but fixing the topology flow and increasing polycount helped
That scratch feels too soft and there's other problems but I like the feeling of the shader in general
All of the surface details are made by gloss map and bump , spec map was a flat color
That scratch feels too soft and there's other problems but I like the feeling of the shader in general
All of the surface details are made by gloss map and bump , spec map was a flat color
More Displacement tests and retopo of parts
Used this tutorial from Cggallery , more setting and explanation here http://www.cggallery.com/tutorials/displacement/
Subsurface scattering (SSS test)
Finally got a break and decided to finish one of my sculpts in zbrush , never used Vray before but I'm pretty familiar with Mental ray so it shouldn't be hard.
Quick retopo with displacment and bump , used MARI for texturing
Saved in 32bit EXR and adjusted in photoshop
Quick retopo with displacment and bump , used MARI for texturing
Saved in 32bit EXR and adjusted in photoshop
Intro
Hello there , my name's Eugene , currently I'm studying Computer graphics in Los Angeles in Gnomon School and here you will see work in progress on projects I'm doing ,some quick tips and just random but maybe useful stuff !
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