Tuesday, April 27, 2010

Another building


I'm trying to churn out one building per day. Keep in mind I have been texturing these pretty much from scratch... I did use a few textures (which I modified) from Mayang Textures.

I love the optimize function in Deled. I think with this one it eliminated somewhere near 50 unnecessary polys - sweet.

Sunday, April 25, 2010

Patience is a virtue




And I have very little of it. I'm learning that while making a street scene SOUNDS like a good idea... it's a LOT of work. The modeling isn't the hard part, it's the texturing that makes you want to tear out your eyes. Find reference, either modify or recreate in Photoshop, export to model - test - repeat until satisfied. Oh well, here's what I've done the past couple of days.

Thursday, April 22, 2010

What's up?


I'm thinking of making a street scene, and to do that, I need architecture. I tried Silo, but it's honestly a little... dumb about more complex boolean adding/subtracting to existing meshes. So, I decided to try deled's boolean... looked like a spiderweb. Fortunately, I found some really good tutorials that have helped me with building via extrusion. This way I use very few polys, plus Deled's texturing/material system is uber-easy. So, I'm learning more of Deled at the moment. Hopefully all the hard work I put in will be worthwhile.

Sunday, April 18, 2010

WIP Shots of AUG 413












A few people have requested some info on how AUG 413 was made. Hopefully some of these screens will give some idea. Basically, I'm venturing into Box modeling, which seems to be a LITTLE less stressful than poly drawing... so I started with a box, which then grew a head, then legs, and then arms... blah blah. I then made fingers... got admittedly a bit lazy w/ toes, then moved on to making alterations by adding a rectangle to the head, then a cylinder for the mechanical eye, and cylinders for the back (not really seen in the final render, but they're there).

From there I shrank the appendages in the middles to add more a sense of a fetal growth, then moved to Zbrush to add details/paint, as well as posing (after posing I found I lost a little bit of anatomy, and added a little to legs to make it "sit" right, heh. I went back to Silo to add tubes coming from the back, and a cord in the front. Then I went back into Zbrush for final adjustments to the cord and final tweaking.

From there I went into Deled, created a sphere, flipped the faces inwards to create a completely enclosed environment, made a "muscle" texture in Photoshop, added it to the sphere, then used Deled's magnet tool to pull out parts of the sphere to make a uterus for the fetus to float in. Input all this into Vue, render, and voila! It was then time to make final adjustments in Photoshop to clean it up a bit.

A.U.G. 413


Surprisingly, this didn't take too long to render, somewhere near a half hour. I did a bit more Photoshop work on it, but nothing too noticeable, as the lighting was just about right already, meaning I'm learning Vue's lighting controls better... or I got lucky. Most of the Photoshop work was adding details around the cord and detail to the background.

Enjoy!

Sunday, April 11, 2010

Boogeyman FINISHED (or abandoned)


I finally finished the render of "Boogeyman" (ok, it's been done a few days now, but pregnant wifey needs tender loving care from her patient and loving hubby), and finally got a chance to put the final touches on it. I didn't use radiosity, but I did use global illumination. In Photoshop, I added a blurred reflection in the window, adjusted shadows, enhanced the door, added light spots, small vignette, some blurring, a little grunge around the frame, small bit of warm mist from 55mm, then topped it all off with a small bit of fish-eye distortion. Total Photoshop time was around 1 hour. Not much when you consider I've put about 1 month into the modeling and texturing for everything (yeesh!)