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First model creation in ZBrush

First head sample modeled in ZBrush

By looking at the interface (GUI), I don’t know where to start first, and also confusing if it’s the document or the file to save it. Anyway, it’s fun to use (gotta learn how to export the mesh in small size or else my computer’s hard drive will succumb to big files).

>> Same sample in colored material…

Imported the mesh and rendered in Blender’s Cycles

The tools I used in modeling my Halloween pumpkin on Maya was the same approach I modeled this in Blender. Using the boolean modifier is an easy way to cut holes in the sphere. The renderer is Cycles at 400 samples with the depth of field, and unlike Maya’s mental ray there are lots of settings to adjust.

Here’s the sample (WIP)…

Added light effects in Blender

What I like in Blender is the compositing, you can create many effects, and adjust the color of your subject.

>>Sample of a pumpkin’s wire frame and group instances…

Update: Added more textures…

Sample lighting effect…

Added different lighting…

Time for halloween effects…

Modeled in Maya/rendered in Mental Ray. The only textures here are the background and the ground.

Using the same objects I created, I test the subjects for the Depth of Field (DOF) in Maya (it depends on the renderer).  It’s a nice tool for a photo-realitistic-effect you can create, where the only real camera can have this kind of visual effect, let’s say a bokeh effect.

Here’s my samples…

Strawberry with a wooden plane texture

Lamp test: Some of the 3d models from the web can be use freely (chair, lamp, and table) for your subject–personal or commercial–but don’t sell the models.

Here’s a sample of strawberries I created in Blender; using the same textures from my previous post, but created new polygons.

Rendered in Blender’s Cycles–56min. (960 x 720 pixels) with depth of field, 400 passes.

From the latest release of Blender (2.64a), I haven’t tried an alpha mapped texture in Blender– if the renderer to use is Cycles. Adding a texture, like a strawberry leaf (from my previous experiment with Maya), contains an alpha channel (certain areas that are transparent). It’s easy to implement in Maya (tested on mental ray renderer), after the uv mapping,– add texture, and the bump map for additional effect, then render. But in Blender’s cycles, it’s a different approach. It took me hours to figure out how to render the transparent (alpha) effect in cycles because of the lack of available documentation–all of my renders are just patches of black geometry from the strawberry leaf.

> A simple geometry created in Blender

Modeled from sphere geometry

> Added textures in uv mapping

Added textures, the upper leaf is a duplicated texture from the lower leaf.

> thus produced this effect

Rendered in Cycles

> using the group instances, is a nice tool to mirror the original polygons, and minimize the file size of the scene

Find the original object

Update: Here’s the setting I found out on how to use the transparency setting (alpha) on Blender using the Node editor (Compositing). Just select the polygons (you can see in the picture) to see the materials, and attach the alpha to the fac of the mix shader.

Select the uv mapped polygons to see the materials in the node editor.

Here’s a sample of strawberry I created in Maya. The polygons are heavy, based on the tutorial I saw in YouTube. Though, the tutorial was Maya 2013, it can also be done in Maya 2011. Rendering this image is fast if the final gathering is off in the render settings of mental ray.

Sample image rendered in mental-ray (3 point lighting)

>>A sample of polygons in occlusion.

A sample of polygons in ambient occlusion

>>Another render in mental ray with environment lighting.

Rendered in mental ray with final gathering, and camera depth field setting. The image size is 960 x 720 pixels and rendered in 48 minutes…holy macaroni.

>>Here’s another sample, and this time I created just a simple sphere modeled and added a strawberry texture, and with another image for the bump setting (…googled and downloaded the fruit texture). Moving these polygons in a shaded environment of Maya is easy, unlike the first model I created (the file size is big if you have lots of strawberries).

Just a normal texture, and walahhhhh.. here’s the outcome. The final gathering is off (to speed up), and rendered in mental ray.

Rendered in mental ray

Update: Here’s another sample, adjusted the specular setting, and rendered in mental ray. Using the camera’s depth field it produced this kind of effect… nice, but it rendered more than an hour.

Rendered in mental ray

My first uv mapping,  then applied textures on  the futuristic gun I modeled in Maya–rendered in mental ray.

Playing with textures

Here’s my own workaround, and find that the best way to add a curve is from the body itself. Adding NURBS and converting to polygon is time consuming if I want the vertices to merge or bridge it from another body.

A final output on How to: Coffee Cup Modeling

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