I wanted to have a look at how I may handle the renders on this project so started playing around with texture and shaders as well as looking into how I would render this in mental Ray. This is not the final model or textures it is just a quick colour pass with a first pass shader test. I just wanted to give myself an idea of how I would need to approach this as I have never really done any rendering before so I thought I would give myself a bit of a head start. There was also a bit of post work done in photoshop as well to comp in the background.
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I have added another small update. I still need to add some teeth to this yet. There is also a problem with some unwelded verts on the right hand so I will have to fix that and reproject onto my base again. I am quite happy with the way this is heading now and plan to carry on in this direction. Once the hands are fixed I am going to get some ref for how I want the skin on the body to be and the overall anatomy as I am still not working fom reference yet and there are probably loads of issues.
Video 03
I have started working on a new project today and decided I will make timelapse videos of each session. So here is the first two of what I can only assume will be many videos. So far I am just roughing out a Demon character it is still very early I am just trying to come up with something I like.
Video 01
Video 02
I have started working with Nick Miles in bringing one of his Exula characters in to 3D. We are making a 3D bust of his character Clanamu. I have attached what is still a fairly early progress shot for you to have a look at. There is still a long way to go with this sculpt but it should make a very impressive piece of 3D art and so far has been a lot of fun to work on.
Be sure to check out his site is is packed full of amazing artwork. I am a big fan of the Rise of Kaestralis and the Rellin is forced to combat the Demi Guardian Mezula pieces. Very nice! http://www.exula.co.uk/
I have been playing around trying to find an efficient pipeline for creating my normal maps. I have decided to go down the Xnormal route it is a great piece of software and there is no need to worry about having your high res models loaded in the viewport. I had also looked at 3ds max which worked really we but having that amount of polys in one scene could cause the odd freeze which can be frustrating. Anyway here is a shot of the low poly model with early results from Xnormal I still need to modify my projection cage to get around a few issues I am getting with my normal and occlusion maps.




