![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiub1bgjUb57sJ5nxpYtLxDFCnRBxrpw11yKYZLueam3x-4Krkk7esbPhA4Woqhyphenhyphen427Pm6XDFIsoLaQAj91OOGPgAp9n3i5ejJP0VV-B1G1KXI9doqwUZYSH97cKj0ubOFI_rLBMsifWts/s320/trenchcoat+true+uvs+diffuse+auto+layers_002_NRM.png)
Wednesday, December 31, 2008
Monday, December 29, 2008
Sunday, December 28, 2008
Friday, December 19, 2008
Final Head render
Wednesday, December 17, 2008
Lighting and Rendering
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhiafH5ZTTPzfI7d__c-dtcVNl3o12DsMXdaJXHb0PuiWNJODcVNJuSMc1E4Scr-Sce7z9adCA9feKGBG8AN-BcWkMXDCYFEiFLxFBJaGS0T9_B98Io3Hd6w2n_MOEKS-6-PxnzA7ahKww/s320/best+test+render+for+detective+character+one+light+in+scene_001.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCZEMYO_fE7iXeQ3Iw2I0ngSBKx66Ga8-q3IXrh95heIvHaJsWiPBan8TRPjyIdJQ9zIVT1WtDU6DGCMqVd2FpNB1yGykGWVO1eoQ3o05zxwBZzJfF39lFHaN2RzEzU0fL_beGsWX1blQ/s320/test+render+low+res.jpg)
With most of the face textured I decided to set up a lighting rig for the characters face first to see how the render would come out on it first. Lighting takes a lot of set up and test renders to get the right look two test renders show here low and higher lighting configurations. I will also add a Subsurface scattering to give the skin a more realistic look also I will try to add some (HDRI) high dynamic range information which should also add to the render. In looking at these two renders I think somewhere in between will work well.
Tuesday, December 16, 2008
Map and applying textures
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYunKVr0dbFY29pyerP-X-r8Dfmj0V027FshJm9zZlGfnY1jF1Vcde2bNtnWtZwho6kckI-5Owq1KH0RkYv3IDn82zrvGHuGMVaA8gHsInWPX4TLHcRBXSJ1VJwlie7Es3Mw_aUizhQ6E/s320/test+render+of+Detective+character_001.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKpaHFqXbSoavkkBn5lnpLnWNAvo-U8R_FoOS8UljMN7hIVq-9UtufTDWiGmJtqEijvf5ZoeIDCt-V_dne4nu4R1qGk-MT8uhYRLgbKAiHieIhoC7vbYe2WxutUiDFhkV_ki3TrG384JE/s320/best+map+to+date+of+detective_004.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjL-Mu_B_pgEuI53SGNNfeczAV7pIC5G_DdKiZ9PNiOhNa_nklZqBDID_BGGLLq-1Il9dhZcuuQkb9iAkdVZWa5wsAy7k55kcRr57uoeMi_h2gVeG9jGLUN08PTpYSVihV-kVSl-i0fx90/s320/in+program+render+normal+map_002.jpg)
The upper map is a revision of the previous one I normally create two or more diffuse(color) maps while working on the model. Also the in program shows what the normal map looks like when applied, a quick render is shown without normal mapping or any lights in the scene. I will provide maps on this post tomorrow as a revision.
Sunday, December 14, 2008
Sculpting in Z-brush
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGP0NYiHPCr0FDlA0iZEwY-_kexxsXmnPO4Le_xpturBzthjIuuvvwrMZdwLKdoBTWX8ujelyxRg7NR2eFfagtuB4Xn5tlBd8JDDxEf1NN0WEIQ24XN0xHznb8fof67jLZezMLiyB2m4M/s320/detective+sculpt+render_001.jpg)
Here is the Z-brush sculpt and its is a separate object however in game does have two different ideas with the head connected and the head disconnected. This is a great program you can sculpt in the computer I have done only one previous real sculpture. If you really see some great sculpting look up z-brush central. This is what we use to add to the low resolution mesh as shown in the previous posts called a normal map that gives it a bit more realism.
Saturday, December 13, 2008
posing character
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUD0qhjCzRs8ne8iPdx1NPJAlriz_cj04jrGRz5xNK8yaJCRwnbBZD4ffuAL6J3du95Z-SHkCayEDtqlwN64C4kzlhejmbDZAyndtbh7RF9YfL1gn5FAzKFAfxxV8lb6V3qXoFTZ16hMI/s320/render+of+posed+detective+in+max_001.jpg)
Modeling was done in max and uvd in roadkill and posing in Z-brush using the transpose tool re-imported into Max and refined for rendering purposes.
I like the way this matches the thumbnail originally drawn the textures still need to be tightened up. This character is separated into several groups head, hands and eyes, main body chest legs and boots and trench coat which requires 3 separate maps for cinematic animation however since this will go in game I also have a character that is welded only omitting the head per tutorials on exporting into the unreal engine.
Friday, December 12, 2008
Maps
Wednesday, December 10, 2008
In game vs In program
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-yztUSkfakOPX8lltBqoZJ2IpNGUCh6um3e5xK7fnGY3w1p8y_i3ivdqIRxFBX36CdDQTcYS9TO1sBZ0Nq9i8Gl2QOc7BwJu8-dQ2A4jaRwuSL4LordT6c1Z8njBg5NVSldOkV7EJ4gc/s320/smg+test+render_001.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9gazbpx4gM5KwdEYfY5ALaruSikDZOU_WGQVZNLh3NVWIGsUFVLz7VQnMjIrhxTNSE6rW685VBR7pIp9WpBBK9jKY0NletS5gM_XpbW1bubjcmZ3kJjf64nYodw4plJss6zdCMoCejiE/s320/smg+render+for+blog.jpg)
That's when lots of tweaking and test renders come in handy but there are wait times that really test your patience.
Also this prop has no normal mapping yet.
Tuesday, December 9, 2008
smg quick textures
Sunday, December 7, 2008
Start screen graphic
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhxPEAtTyievajkhZj2d69It9G85n7_tMBg32umGRYnh6bjMhc9HLRue5Cxpct6jc_HKyeI2epWGtgylhRXa8ugV07Ys8qFZOIOmQQn__OYL67bVgabsm0B4wxufPU5-mTmwC8YIzMiRU0/s320/start+screen+type_001.jpg)
Well after several mock ups I came up with what I think is an OK graphic for the start menu, the light from the keyhole would move from right to left in a loop and I would put a sequencing brightness pass over all the letters with emphasis on the key at the end. I will continue to work on this idea perhaps with a background of brick wall and sky environment, as well as a ground plane to accompany the START, CONTINUE and EXIT type letter icons for the screen.
The letters seen where modeled in 3Ds max for future animation manipulation rendered under several different formats with several lights mr omni lights and multiple photometrics including spots. This is the final result.
Saturday, December 6, 2008
Keeper sculpt via Z-brush
Wednesday, December 3, 2008
Keeper Primary sculpt
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