Friday, 26 April 2013

Hard surface zbrush study

so it was the model from the last one (sunday Zbrush), which i feel kinda a waste if i leave it at that phase. so i decide to take a look back and improve it.



(at the same time i also watch the nice truth about bussiness, lol, since im using two screen).
and after i feel the model was close enough into the stage that i wanted, i decide to go texture work and add damages on it.



and i bring it into photoshop.


and after the tweak here and there this is the final result: 


(ps: i also try nuke autoflare for my final image! )

There you go, in conclusion i like how it ended up, just a lil bit sad since there are some part that not hi res enough to be shot close up, should do more better.

Happy weekend, 
Enjoy! 





Wednesday, 27 February 2013

MentalRay Subsurface Study

I woke up quite early today. too early.

The day before i was experimenting on Subsurface in renderman, which, in my opinion, more simpler than Mental Ray Subsurface. Since i'm not really good on Mental Ray Subsurface, i decide to take a look one more time into it. I find a tutorial, and try to understand the controls, settings, and condition to make a better Subsurface result in Mental ray.

Here's the result, I saved almost all of my render test:


Enjoy Guys,

Time to prepare for office.

gotta be sleepyhead soon.

Monday, 28 January 2013

zbrush faces.

While making the face, i took several view for the head. i purposely did it for WIP images and also checking the silhouette of the head.

Here are the shot after i combined it into one image with photoshop.

Enjoy!


Wednesday, 26 December 2012

Face study with zbrush

Merry Xmas! and while having a relaxing time away from office works...i dedicated my holiday for something fun. It's all done with Zbrush, and bpr rendering, + photoshop for final composite.
Enjoy and happy holiday! :D

Sunday, 21 October 2012

Sunday Zbrush

This was a concept i develop week ago, but since the office hour really pack up, only this sunday i can continue working on it. this basically still 60-70 percent of the work. while i still want to experimenting something in the future with this model. Will try to get it done as soon as possible.

Happy weekdays peps!

Cheers

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! ;-)