This week-end I did model some rocks and debris, then I started to model random props. To test how the light and reflections did react on one of those I imported my ground plane with its glossy rain shader (some areas are more wet than others controlled by different...
All the pipes are textured! Even the ground got his shader. I abused spotlight in Zbrush to speed up the process. Here is a compositing test, it did show me some elements are black at 100% in some areas, I’ll have to fix that. Next step: populate the scenes with...
Last month I tried a new way to generate and use facial mocap from a single camera rig. Since that test I’m thinking about the design of the 2nd version of that helmet, it will include 1 to 2 cameras setup, and I think I’ll go on 2 cameras from now because...
At last, walls start to look like walls, even pipes joined in the party! Nothing much to say except it takes a lot of time to texture all these elements, fortunately I only detail what’s visible to the camera, but I still need to put some effort on the non...
It was about time to move on that important effect for the final render! I found a way to generate wetmaps using only Pflow without any tool box or 3r party software. The process is quite easy to set up so I’ll publish it only once the short will be released....
New software in hands, new way to create CG clouds! Here are tests I made using the 3D fluid container in Maya, as I better understood how things works I left the generic look and used real lights and shadows. ...