zondag 28 oktober 2012


Sooooo, I've been busy doing some work on the side for some cold hard cash!!
Also I've been doing some tracking for another fun project.
Some tests involving head replacing etc..
I'll post some on the blog if I am content with it.
It is a work in progress so that will take a while.

Now back to the project.
I've wrapped up my model, I am quit happy with it and probably I will never be 100% content I decided to move to the next step.

It took me a long time to get a workflow and now I have one I guess.
Sooo that is a lesson well learned.
Now it is back to the rigging/weighting and hopefully it will end in a great rig!

But now the dilemma, RENDERING!!!
I am orienting and looking at different render engines and I have to make a decision to chose 1!!!
It is really hard cuz every one has its benefits and cons.

-Vray is a nice renderer but it has a steep learning curve, I get some of it but still not everything.
It also has some strange workflows and crashes quit a lot.

-Maxwell render, superior image quality and easy to set up the lighting but rendering is a real pain in the...
I've rendered out a quick test for my character and a good clean render will take about 40 minutes per frame....
This is not the final character but almost.
I find the maxwell materials a bit anoying apposed to vray, vrays textures can work together with the c4d material workflow and that is a big advantage.

The reason why I have to make a choice is materials, I have to texture everything in vray or maxwell materials and that is key!


zondag 14 oktober 2012

workflow aaaaah

This weekend I spend most of the time on getting a decent workflow, so that was awesome..NOT!!!
Fucked up Friday so I was agitated like hell!!!
Yesterday I finished the head and started to get all my parts together.
I used Zbrush for a bit cuz the sculpting in C4D is still kinda slow with high resolution meshes.
So I had to figure out some stuff how to get it to work correctly.

 I wanted to use posemorphs to create some kind of facial animation and with the low resolution model it wouldn't work.
So since the head is apart from the rest I crancked the resolution up for an extra subdivision.
And now I can paint in the deformations for the facial postures.
That will come another day..

So after exporting my base mesh into Zbrush I added the higher detail and got it back as a displacement map and textured those in bodypaint.
 I used a lot of my previously made textures to get the look I had but enhanced some details to make it a bit better.

Now I have to figure out how to replace the rigged model with these new parts, pfffffff, well, lots of bumps in the road but I will kill it eventually.


zondag 7 oktober 2012


Having almost no time this weekend, yet squeezed some moments in to fine tune the head I made last week.
I redid the hair, made some tweaks to all the models, sculpted some more, laid out the uv's for the head and body painted some details onto the face.
Yeah, that is about it.
I am about to say yeah this is it but not quit yet, so I will still keep messing with it until it is picture perfect.

To do list for now:
-Skin, make it more real, some minor details in the skin, enhance eyebrows.
-Beanie, the look, more fabric like and some kind of subsurface scattering.
-Inner mouth, add detail.