Shader time!

This is not Sim City

Yes he's back

On a rainy day

Back from the Kingdom

where I left mine

New mini tutorial

it's so good to be lazy

New making of!

"Vite Marty! Monte dans la voiture!"

What is Sanfoneiro Creation?

!Warning! Artists association

Facial Mocap WIP - Round 2

Including spiky CG hair

dimanche 7 septembre 2014

Zetman WIP

This week I went back on the city wide shot and I played again with the 1st version of the building lights shader I created 2 years ago.

Bottom: Raw render
 Still based on many tiles maps in a composite material for the glow slot, I added new instances of the tile to control large parts of levels.
The nice thing with that method, as explained (way) earlier, the glow material lights the scene from one building to another.
Reflective materials are used for the walls as these buildings will be under rain in the final look.
The good news about the workflow of this shader is it uses standard materials and it should work with any kind of render engine.













Preliminary tests
These low poly/low textured buildings won't be close to the camera.









It looks way better in motion ;)
Here is where I am so far in that shot. I imported the new models in my old ghost town scene, set a 28 mm camera and hit render.
As said in the first image, only glow materials light the scene with Final Gather, so it's a pretty light scene, less than 1 million poly for now. This last test took only 8 minutes to render.
Now a huge building modelling week is waiting for me ^^

lundi 25 août 2014

Zetman - WIP reborn

Now Versus II project is done and published (already 1.77M views!), other pro works completed, a new schedule better organised, I can finally go back on the Zet project.
Like if there have never been a two years break, I continued the work where I left it, the texturing work on Alpha's weapon is now complete.



I also went back on the rain system with pflow on some new tests:

dimanche 3 août 2014

Modelling tips - Create a hollow sphere

My friend Jentina was looking for a solution to model a hexagonal shaped object, so I look at the problematic with her and here is the solution I found:

 1/ Create a GeoSphere with Geodesic Base Type set on Icosa.










2/ Add a Turbosmooth modifier, Iterations set to 1.










3/ Convert the Geometry to and Editable Poly











4/ With the help of the Graphite modelling tool bar, on the Selection tab, choose the selection by Numeric, type a value of 5 and select "<" option, that way it will select all vertices that have less than 5 edges connected to them.
Then, invert the selection.






5/ Still in sub object mode "vertex" hold CTRL on the keyboard and click on "Edges", it will select all edges connected to the selected vertices.








6/ Hold CTRL on the keyboard and click on Remove to remove unwanted edges and their vertices.









7/ Select all polygons, hit the menu icon next to "Inset", choose "by polygon", put the desired value.









8/ Leave the sub object selection and add a Mesh select modifier, choose polygon, it kept the selection history from the edit poly sub object mode.








9/ Add a Delete Mesh modifier.











10/ Add a Shell modifier and put whatever value you want for the final look of the sphere.










11/ Add a Turbosmooth modifier to get nice round holes in the sphere.










12/ That's it. You can play with the number of segments in the shell modifier to get sharper edges on the holes.










A video that resume the process:

 

Friends

LAB roto slave

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