Tag: model

WIP Rendering: Day 1-3

Almost there guys! Day 1 I had to quickly re-texture the Paint tube because it didn’t quite line up to the model. The UVs were a bit stretched as well.

Day 2 I began playing with render settings and finishing up and update pre production work (I had some missing information and basically had to redo and update things) Also did a cool thing with my teacher where we put my canvas on a lazy susan and took photos of it from different directions. Seeing as I couldn’t sculpt my canvas exactly how it really was, there was an article we read about “Photometric Stereo” (Do check it out!)

We placed a light on one side and took photos so the light would capture the tiny little bumps on my canvas differently. We put the photos we thought were good onto photoshop and basically recreated a normal map! It wasn’t as hard as I’d originally thought it’d be and it’s as close as I could get it to the actual bumps on the canvas.

And now I’m here on Day 3 rendering out settings and putting in the final touches to my Pre Production document. This is what it looks like so far! You can actually see the weave of the canvas on the normal map.

Article about Photometric Stereo:

http://dabarti.com/vfx/capturing-very-detailed-normal-maps-using-photometric-stereo-rd/

 

with normal map.JPG

WIP Still Life: modelling day 2 

So it’s been quite a frustrating day dealing with triangles and 5 sides shapes in my topology.  I’ve sculpted my canvas a little and I’ve done a base of the paint tube included in the picture.  Managed to scan and email myself the painting on the canvas.  I’ll have to pay a lot of attention to the detail on it.  

Also managed to have the green screen room to myself to take photos.  

NOTE: the photos taken aren’t professional,  everything was done by me. 

NOTE TO SELF: I’ll need more light on the right side of the picture,  it’s a bit too dark under the paint tube.  

3D Sculpt – based on critiques

Yesterday’s lesson I had received some critique and was told that the cheeks of my last character ( Michael Fassbender) wasn’t really there (I didn’t realize this but the cheeks were quite flat). I also had to work on the shape of the head ( from the side profile) it was too close to a shape and I had to make it look more natural. So today’s lesson I tried working more on getting these things right, on to a new reference model (Cara Delevigne).

Today’s critique:

  1. Pull the eyes back a bit.
  2. Have more faceting and smoothing on the cheeks to make them more angular.
  3. Turn off symmetry (woops! Forgot to turn that off while doing the nose). Cara’s nose isn’t straight and goes more to one direction rather than straight down the middle.

3D sculpting on ZBrush – Male Torso

Today’s lesson was about anatomy, looking at different muscles on the male torso. I had a bit of a hard time sculpting the back since I’m less familiar with the muscles there and how it connected to the side.  I finished up my sculpt during my self-directed learning. Over-all this took me about 2-3 hours.