Sunday 17 July 2011

Belle (part 1)

New character created for a 2-part tutorial for 3D Artist magazine (http://www.3dartistonline.com).
The first part is in issue 31 and covers design and modelling.
The issue can be bought from newsagents and online here from 20th of July: https://www.imagineshop.co.uk/magazines/3dartist.html


5 comments:

  1. Hello. My name is Javier and i'm from Chile. I just added you to facebook. I was wondering... have you made any tutorial? Could you tell me how to make the kind of material with self illumination shown in http://andyh.cgsociety.org/gallery/947629/? And how do you make the blurry background effect and the illumination effect on http://features.cgsociety.org/newgallerycrits/g62/54062/54062_1302040230_large.jpg?

    Any help will be deeply appreciated. Thanks and greetings.

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  2. Hi Javier. The illuminated material was quite tricky and i spent a long time playing with Vray's shaders. Its a Vray blend material, with a standard vray material colour in the one slot, and a vray light material in the other. I dont know how to recreate such an effect in any other renderer.
    The blurry background effect was done in photoshop. I rendered the image out on a few different layers (character layer & background layer) and overlaid a blurred version of the background to get the subtle focus effect. Hope that helps.

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  3. I'm always curious about the turn around time for your characters..
    what was the duration of this project?

    another question I have if I may ask. with the implementation of sculpting applications and retopologizing, do you still find it faster to model the whole character by polygonal techniques???

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  4. I cant really give an accurate time of how long it took, because i worked on it a bit at a time, rather than working consecutive regular working days.

    Im quite an old fashioned modeler. Ive started to use Zbrush a bit, but i only really use it for detailing, and occasionally getting the base shape of models edited quickly. I still much prefer to work in max, as i have much more control to ensure i get nice, clean topology. I sometimes get overwhelmed with the subdivision detail when zbrushing and struggle to get a clean, presice result.

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  5. hi how do you approach textering the model? what do you do with those juicy occlusion maps?

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