Posts

Support By Alexis Rives - Rendering and Compositing

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 AOVS These are the AOV's I'm using for my final render, The direct and Indirect of both the diffuse and the specular channels are both chosen because they give me a lot of flexibility when it comes to my compositing. I created an override set so that I didn't have to change these same settings individually for each piece of geo, this is something we did for our team production and really speeds up the process, I added in auto bump as well and what that does it any detail thats too small for the displacement to do goes in as a bump map instead which gives crisp details. For Compositing I'm going to add chromatic aberration and Filmic grain over the top of the image and  then also adjust the Vibrancy and do a quick curves adjustment to add contrast and pull the greens out a bit more. There Grain I'll be adding, Just doing a multiply and lowering the opacity should do the trick and add some texture to my white background  For Chromatic Aberration its quite a simple ef...

Support By Alexis Rives - Remaking my Displacement maps

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 I wanted to export out my displacement maps out of Zbrush for use in Maya but Unfortunately I did not realize that when you merge subtools there is a box you need to check to make sure your UV's stay intact, I thought I was being a studious young lad by organizing / condensing all my subtools into 5 subtools but turns out I was just being dumb. Armed with my new knowledge I sat back down and re did my highpoly mesh and I am a lot happier with how the New high frequency details came out  Next step was exporting them out following the tutorial by flipped normals https://www.youtube.com/watch?v=-ThBTEc8L_M  Which is 'ZBrush to Arnold for Maya - 32 Bit Displacement UDIM Tutorial' I followed along and Encountered an issue where I wasn't merging my maps properly, So I opened up a Image editor program a merged them myself, a bit tedious as there was like 20 maps to merge. But now its on to rendering this beauty :)

Support By Alexis Rives - Silhouette Feedback / Texturing Prep / Lookdev

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Changed Silhouette to better match the Reference image, This was after some very helpful drawovers that helped point out some of the issues. Mainly changed the Silhouette of the Cloak. Bringing the volumetric a little more  on top of the character which helps integrate it into the Image also added in a ground texture UVED

Support by Alexis Rives - Third Week Of 2021

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Progress is steadily being made Though I fallen a bit behind my schedule for when I wanted to get my retopology going This Is because I started working on the Environment that the character will be standing in   Optimization Below is the ground plane which is fit for purpose, However it can be optimized currently sitting at 1 millions polys which is unnecessary considering I want the high detail close to the camera and not at the edges, My plan was to to use Zremesher in Zbrush masking out the area I want to keep and then having the rest of the model be remeshed. Unfortunately it turns out Zremeshing has to remesh the entire subtool, Next I tried dynamesh again masking out the area I wanted to keep and again I was thwarted by dynamesh inability to use masks. After mentioning what is was I was attempting to do my tutor reminded me of sculptris pro and its levels of details which ended up being perfect for what I wanted to do.   In my defence I was trying to do something I had d...

Support by Alexis Rives - First week back on the Project

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First week back  As per my project plan the little girl was supposed to be modelled over the Christmas break, and since she wasn't cut from the project (Doesn't mean I work revist modelling her after the School project is complete) Zbrush Screenshot after the first week back I tried using the new Cloth brushes in Zbrush to help create folds in my characters clothing, I liked using the crumple brush the most especially for bandages for the feet  I made a decision to have the bag be a drawstring bag as its hard to tell what the bag is supposed to contain as he is a doctor of sorts, I imagine he might need quick access to things like bandages so a draw string bag would work quite well for this purpose. Some Issues that will need to be resolved After smoothing and trialing various brushes on the Fabric has left its edges quite wobbly and I will at fixing the issue through retopology and then Sculpting in my high frequency details into that This single faced strap shrunk when I put...

Support by Alexis Rives - Research & Block out Modeling

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This is the first post of a 15 week portfolio school project called 'Research and Showreel' In which we research our chosen field of 3D and then choose a artwork with the intention of creating a portfolio piece. My chosen direction was Character modeler for a company like Plastic Wax or Blur who create stunning Game cinematics so I have chosen a artwork to reflect this. Proportions are a little bit stylized but there is plenty of space for realism to be added in through textures and shading much the same as would be done for a game cinematic. Artwork by Alexis Rives After finding my art work I first needed to break it down into a list of assets and materials so that it is easier to keep track of, for this I used Excel After which  I created a Pureref page with some reference for each Asset I really tried to analyze the entire Concept art piece so I had a great understanding of the different forms / Silhouettes every asset had and also generating an Idea of how I want...