Well its been a damn long while since i put up some art, but its summer and after the iAnimate gig i needed a bit of a break. i've started texturing peter, since then, and am starting to get a pretty cool skin result. this is still obviously WIP (no spec, temp bump, not final diffuse) but i am mixing texture maps with procedurals so i can get pretty close with the camera without loss of quality. they still need tweaking, but its a cool idea to go forward with. i am also diving into composite materials, which are the shit.
check out these quick images.
I've also made a few custom brushes in p-shizzle, for things like freckles and pores. check out a freckle brush. its properties are scattery and opacity pretty simple.
- Chris Sulzbach
Saturday
There isn't much that i feel i need
Here's an update on carmen. i UVed her head tonight as well as made some proportion changes to her body per dennis.
I don't think this is her final UV as i still want to attach the inner eye to the eyelid as well as adjust the throat sock.
and a greyscale AO shot.
- Chris Sulzbach
I don't think this is her final UV as i still want to attach the inner eye to the eyelid as well as adjust the throat sock.
and a greyscale AO shot.
- Chris Sulzbach
Plugged in and Ready to Fall
Got about an hour tonight to work some more on carmen. i am starting to like her more and more. i do need to take her into zbrush 1 more time to see if i can fix the corners of the mouth a bit, flatten out the bottom of the nose, and generally give a smoothing pass overall.
Tomorrow i'll take care of the zbrush pass and then send her off to dennis for a little spot check.
On a side note, at work i've been really refining my projection process for normals/ambient occlusion and i will post some tutorials later on as i work on the bust for the contest we're holding. there have always been parts of the 3d asset creation process that i've thought to be tedious and boring that i've kind of switched around to liking more and more. uvs and projection are great examples of that. i think it is especially gratifying once you get a really solid process down that consistently produces bad ass results. i'll elaborate further on this crap later, but i just thought i'd mention it for no other reason than shits and/or giggles.
- Chris Sulzbach
Tomorrow i'll take care of the zbrush pass and then send her off to dennis for a little spot check.
On a side note, at work i've been really refining my projection process for normals/ambient occlusion and i will post some tutorials later on as i work on the bust for the contest we're holding. there have always been parts of the 3d asset creation process that i've thought to be tedious and boring that i've kind of switched around to liking more and more. uvs and projection are great examples of that. i think it is especially gratifying once you get a really solid process down that consistently produces bad ass results. i'll elaborate further on this crap later, but i just thought i'd mention it for no other reason than shits and/or giggles.
- Chris Sulzbach
Sultry Fleshiness
The head is about where i want it. i had a great critique with piero who actually did a bit of sculpting on the mesh which really helped it alot. i stayed a bit late at work today just putting the final touches on her and i'm really happy and so is ol' dendrils. i'm heading home now to get my body proxy mesh and continue forward on getting that fleshed out. here's my leaving work update and i'll post another later tonight.
- Chris Sulzbach
- Chris Sulzbach
Friday
Peter Bounce Anim Test - Stepped
http://www.youtube.com/watch?v=1J_lTmpSESsHere is the blocking stage of a test animation for Peter. I used stepped keys to focus only on poses.
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