Friday, 29 October 2010
Test render
Another test render, its of a enterior im making foor the reel. Still a lot to add but im a bit out of ideas, if any one knows of something else to add id be glad to hear it :).
Thursday, 28 October 2010
Need sleep.
Sorry nothing today. Spent all day runing around Belgrade just got home O.O
Gona leave this here and try to get some sleep, loads to do as well tomorow. So good night and see you all later.
Gona leave this here and try to get some sleep, loads to do as well tomorow. So good night and see you all later.
Wednesday, 27 October 2010
more cola
Liquids done :) and im pretty happy with how it turned out. Now i need to simulate the particles for the foam of the coke, so its back to realflow for more simulation.This one should be finished soon i hope, so i can finally get around to doing some new stuff.
Tuesday, 26 October 2010
started the fluid simulation.
And finally i got round to starting the dynamic simulation for the coke itself. It doesn't really look like any liquid for now, but these small dots just represent information particles that will be used to create a mesh that has the shape of a liquid i need. Each dot caries a certain amount of data and they interact dynamically with each other and the enviroment around them to simulate the movement and so on. So if you ever wondered how they make floods in the movies you got your answer, only my current set up is having trouble with emptying a coke can, so now floods for now.
Monday, 25 October 2010
UPDATE:
Just a quick update. Sorted some of the textures out and got my glass shader looking all right. Still loads of work left, but this is just to keep people up to date whit whats going on. Gonna tweak the render , lights and scene a bit more, but i will start simulating the cola liquid tomorrow, when that's done i will have something that actually looks finished up :)
Sunday, 24 October 2010
REEL-zbrush_head
So last night didn't get any sleep. Instead just crashed on zbrush and tweaked the poly head to see what i could come up with, here's something that should be nearly done, cant still decide weather to tweak it more or just leave it and set of to rendering. meh will think about it tonight. hope you like it, if anyone has any critics i would be glad to hear them.
Saturday, 23 October 2010
Texturing for 3d
Right, here's a short explanation of how to create textures for your 3d app.First off familiarise your self with any photo editing software you feel suits your needs, most will do the trick, for users with a lower budget try out gimp, but most people prefer to work with photoshop. Now the trick is in understand what you need to create.
There are 3 maps i will be using for the coce can to get realistic effects, the color, reflection and specular maps. Each map contains some sort of information that will drive certain aspects of the shader.
The color map, as you can guess is the simplest to explain, it stores the color data you want applied to an certain object, with this one really, what you see is what you get. Just place it in the difuse slot of your shader and click render and your object will have this pasted onto it.
The reflection map, is a gray scale map and it stores information from a scale of 0 to 255 in the rgb scale, the darker a section is the more reflective the surface will be on that part of the map. Basically the colour value tells the render engine at render time how light reacts to the surface it hits and what type of information to transmit from there on.
And Finally the specular map. A specular highlight is essentially a bright spot of light that appears on a model when illuminated. now using the specular map you can dictate what colour that specular highlight will emit when illuminated.
All these put when put together will help your model achieve better realism.
There are other types of maps of course but this was just the basics for some really simple but effective stuff.
thanks hope you enjoyed it :).
There are 3 maps i will be using for the coce can to get realistic effects, the color, reflection and specular maps. Each map contains some sort of information that will drive certain aspects of the shader.
The color map, as you can guess is the simplest to explain, it stores the color data you want applied to an certain object, with this one really, what you see is what you get. Just place it in the difuse slot of your shader and click render and your object will have this pasted onto it.
The reflection map, is a gray scale map and it stores information from a scale of 0 to 255 in the rgb scale, the darker a section is the more reflective the surface will be on that part of the map. Basically the colour value tells the render engine at render time how light reacts to the surface it hits and what type of information to transmit from there on.
And Finally the specular map. A specular highlight is essentially a bright spot of light that appears on a model when illuminated. now using the specular map you can dictate what colour that specular highlight will emit when illuminated.
All these put when put together will help your model achieve better realism.
There are other types of maps of course but this was just the basics for some really simple but effective stuff.
thanks hope you enjoyed it :).
Friday, 22 October 2010
REEL- coke can dinamyc simulation
Heres just a preview of a piece that should be finished soon, its a coke can that will be used in one of the reel pieces. As you can see its only partialy textured. And when its completed i will use realflow to simulate the coke pouring out into a cup.Later tonight i will give a short explenation on creating textures for 3d apps.
Thursday, 21 October 2010
UVmaster-wicked stuff
Right if anyone has ever worked on any 3d projects, you will know about the trouble you can have with unpacking uv's. Sometimes you can go around it quickly and sometimes its a long and hard process of manually unfolding it all out and puzzling it back together to get feasible results.
This process is crucial in the creation of realistic 3d models so you can properly pain textures in photoshop for your model.
New in Zbrush 4 is uv master, its a plug in that generates them automatically and easily. just paint the area red that you want protected and blue for where you want the seams, press unwrap and there you have it , a near perfectly unwrapped uv island. With a small amount of tweaking, and i mean small, you have a production ready
uv island in Minuit's.
Wednesday, 20 October 2010
getting to know zbrush
One of the things i told my self i would do is to go showcase what i can do when it comes to organic modeling.
The head model was started around a year ago back while i was still at Chiron learning 3d. Back then it was still a simple impression of what i felt looked like a human head :) now some time has passed and i figured i should finish it off. So i tweaked it up a bit and started up zbrush which i haven't used before and allowed myself to mess around a bit.
the power of this app was hard to believe at first, things that would take days could be done in hours,
so I'm going to head off *no pun interned* for now and see what i come up with.
This model is going to be a sculpture of a man, i plan on creating it as if it were carved into stone hence the pedestal below the neck.
Here's the low poly preview for a start.
The head model was started around a year ago back while i was still at Chiron learning 3d. Back then it was still a simple impression of what i felt looked like a human head :) now some time has passed and i figured i should finish it off. So i tweaked it up a bit and started up zbrush which i haven't used before and allowed myself to mess around a bit.
the power of this app was hard to believe at first, things that would take days could be done in hours,
so I'm going to head off *no pun interned* for now and see what i come up with.
This model is going to be a sculpture of a man, i plan on creating it as if it were carved into stone hence the pedestal below the neck.
Here's the low poly preview for a start.
Finished project- BILLAIN_light_logo
here's a sample of a mnemonic i just finished recently,
its a animation of the billain logo being illuminated by a moving ligth source that was completed to be used on new tracks for the citrus label.
if any of you like the sound of some banging neuro you should check out his stuff on
http://www.myspace.com/billain
and
http://www.youtube.com/user/BillainTV
Introduction
Hi all,
just to get you informed on some of the things that will be going on around here, mostly i will be concentrating on finishing my reel, so in the up and coming weeks will have some posts on my progress on certain projects, i am currently situated in Belgrade and hope to find a carrier in cg soon, not an easy task in these parts of the world but what the hell, should at least give it a shot. Recently i finished a course in 3d rendering modeling and lighting in autodesks authorised training center "chiron" in Belgrade, before that i spent the last three years at the
academy of arts studying graphics design but have paused for a short period due to personal reasons.
also i will have reveal some of the ways i use Maya and other programs and hope someone will find useful.
thanks for visiting and i hope you find it interesting :).
just to get you informed on some of the things that will be going on around here, mostly i will be concentrating on finishing my reel, so in the up and coming weeks will have some posts on my progress on certain projects, i am currently situated in Belgrade and hope to find a carrier in cg soon, not an easy task in these parts of the world but what the hell, should at least give it a shot. Recently i finished a course in 3d rendering modeling and lighting in autodesks authorised training center "chiron" in Belgrade, before that i spent the last three years at the
academy of arts studying graphics design but have paused for a short period due to personal reasons.
also i will have reveal some of the ways i use Maya and other programs and hope someone will find useful.
thanks for visiting and i hope you find it interesting :).
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