Friday 13 July 2012

Weekend! Yes!

Weekend! a lil bit pack up but then still, weekend is a weekend, which my freedom comes first. So, I continue on my personal research and study...

And I'm making a teeth! (feels so useless lol)

But then again, It's looks quite fine (at least for me, myself and I) , after watching some tutorials and trying to understand the basic of it.

And here's a screenshot. (for my digital documentations of my research and study)



Happy Weekend! Yay! Rest and Relax...

Wednesday 4 July 2012

A "cheap" way to approach a realistic eyeball

Since the day before i was experimenting with all the quite mighty and powerful mental ray's materials (subsurface and material x, mostly), on the next day i was challenged to reach the same result with a "cheaper" maya's materials. (it's still powerful, but in fact it take less than mia materials). So with the same geometry, polycounts, and textures, i tried to changed the materials into blinn (for the eye's iris) and phong/phong E (for outer kornea). It's losing some of the details compared to the "expensive one", but still consider as a qualify for me.

And here's it how it's render out (note: take 4-5 secs faster than the expensive one):

Cheers! ;-)

Monday 2 July 2012

Eye Shaders Testing

last night, I tried to follow one of my "advance" tuts that i've ever had. I miss a lot of details and linking on the shaders, since i just skipped some of the earlier parts of the tutorials. it's a lil bit hard to understand if your foundations isn't strong enough. after struggle some time with it (and also reduces my sleep time, sadly), i managed to at least achieve 70% of what i wanted to achieve. However, i still need to watch and redo to remember and understand the basic of these things.


Sunday 1 July 2012

a sketch


So, today (after playing with some lighting test), i feel that i need to test out my painting again..i feel that it become more and more weaker since i working as a 3D artist. so i tried to go back to basic. some depth training with B&W as a start and a lil bit of mood for the finishing up (if it can be called as finish). Anyway, Happy Monday.

owh back to work. sigh.

Light Passes Compositing

On the weekend, trying to make lighting passes compositing. the model i borrowed from my friend. got a problem with subsurface material, i'm not sure 100% i've got this one. however, on the compositing program, i almost got a full control of the lights.

The lights passes i used: Key light, Kick Light, Rim Light, Fill Light, and Bounce Light.

i got some comparison for the results:
The first one is only beauty and AO:

This is after the light passes composited:


And this is after i tweak the five light passes:


Looks cool but now i got another problem to find out whether these passes can be combined with the basic compositing pass...coz i still need to tweak around specular, diffuse, subsurface, etc..

Anyway it was a fun test :)