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First model creation 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…
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)…
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…
Modeled in Maya/rendered in Mental Ray. The only textures here are the background and the ground.
Here’s a sample of strawberries I created in Blender; using the same textures from my previous post, but created new polygons.
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
> Added textures in uv mapping
> thus produced this effect
> using the group instances, is a nice tool to mirror the original polygons, and minimize the file size of the scene
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.
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.
>>A sample of polygons in occlusion.
>>Another render in mental ray with environment lighting.
>>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.
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.
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.