Monday, June 30, 2014

Modeling Update - Boots!

Finished the boots for the male character. The girl character's shoes should be a quicker sculpt, since they are fairly similar in that they are worn leather, probably hand-me downs, the main difference is the style is a lower cut shoe as opposed to an actual boot. I had a fun time making these boots, I've tried modeling shoes in Zbrush before and never had very good results, but I'm pretty pleased with the way these came out :-) 


Modeling Reference 
Obviously I tried to get as close as possible to the boots illustrated by Rockwell (far left), but since it's a bit more stylized not all the details are visible, so I had to look for similar boots to get reference for some of those smaller details



 Boot UVs and Low-Poly Mesh 
This will be a good model to test displacement on, typically if was using Mental Ray I would export my next subdivision out of Zbrush, which has a slightly higher poly count and tends to hold displacement details better. 



High Poly Zbrush Sculpt
I'll probably end up doing another fine detail pass to layer on top of the existing bump/displacement, but I prefer to make that last pass at the same time as I'm texturing, since alot of the details will come from the color map and it helps me determine how much more detail I need to add to the bump/displacement. 



Texture Reference
Obviously the next step for the boots is texturing. Again I will be trying to match as closely as possible the boots pictured in the Rockwell illustration, but I will definitely need leather references to create the final look. These worn leather swatches are fairly close to the look I want. 



Friday, June 27, 2014

Long Overdue Update!

Oops, it's been a while. Life got a little... well, crazy. Anyway, since my last update I've mostly been working on the character sculpts and more research. I've been working my way through Special Effects: The History and Technique by Richard Rickett, which is a really interesting read, I highly recommend it. I've also been working my way through an FxGuide article by Mike Seymour called The Art of Rendering, which has a lot of information about the different renderers and some interesting history as well. Mike Seymour has a couple other good/useful articles as well - The State of Rendering - Part 1 and The State of Rendering - Part 2. It's really amazing to read just how much goes into developing these render engines and how much they have developed over the years.

As far as modeling goes, I'm trying to wrap up all my modeling and sculpting in the next few weeks. This stage has taken a lot longer than I anticipated because I'm still a bit slow and clumsy in ZBrush, but I've definitely learned some good tricks and am starting to get faster. Regardless, I need to wrap it up and move onto the texturing stage - the goal is to finish my thesis by the end of August, so I need to stay on top of everything and keep up a pretty good pace.