Thursday, March 10, 2016

W.I.P.: Madagascar hunter- draft concept

Draft concept ammunition of major chamj-hunter... A lot of work to do 


Wednesday, March 2, 2016

W.I.P.: Madagascar hunter- base mesh sculpt stage

Hi guys! Recently I started making my personal project with the code name - "Madagascar hunter". Here are the first strokes of the base mesh in the T- position. The hero is a humanoid Yemen chameleon hunter who returns from hunting with prey in its habitat.

pen sketch in a sketchbook


sculpt progress



turntable of base mesh



Wait for the next updates ;)

Wednesday, February 24, 2016

ZOIC – ARNOLD CAMERA SHADER

Nice camera shader for the Arnold renderercapable of simulating some optically imperfect lens effects.



Download, documentation and more info  >>> here <<<

Tuesday, February 23, 2016

Yeti and UDIM


Important <UDIM> like Mari UDIMs (.1001., 1002, )

File- path to texture with .<UDIM>. for example C:\Temp\TXT.<UDIM>.tif ; U coordinate no changed- $s , V coordinate need changed to: 

floor($t) + 1 - ($t - floor($t))
see in pic.


If V coordinate leave unchanged (1-$t), there will be an unexpected result over 1001 UDIM.

Convert curves (guide set) to Yeti Groom

If you need convert curves to Yeti Groom, you must create from curves maya Set and know shape name of object the guides are to be growing from. Then type MEL command:

pgYetiConvertGuideSetToGroom( "set1", "pPlaneShape1", "0.2" )

where: set1 - your set name, pPlaneShape1- shape name your object the guides are to be growing from,  0.2-  step size (less value - strands will be more detailed).

Script in action


Monday, December 21, 2015

Motion blur with Arnold and Yeti


For correct rendering motion blur Yeti fur using Arnold renderer you need set-up correct settings for similar sub-frames. For Yeti cache you need set 5 samples and +1 starting frame longer than the entire sequence (for example, if the sequence start with 1 frame then caching is necessary from frame 0). For example sub-frames for frame=1:
0.5 -- 0.752 -- 1 -- 1.252 -- 1.5
Yeti caching settings:

For Arnold motion blur setting need set Keys=5Lenght=1 (360 degree) and Center of frame position. For example sub-frames for frame=1:
0.5 -- 0.75 -- 1 -- 1.25 -- 1.5
Motion blur Arnold renderer settings:

Quick test


Saturday, December 19, 2015

Mari 3.0 viewport problem (solving problem)

If you use Mari 2.6 and then installed the 3.0 and Mari have problems with the viewport like me, there is a method of treatment.
You need to find the folder .mari on the path C:\ Users\ __USER__\.mari  (Windows 7) and simply rename (if you use prevision version Mari 2.x) or delete it - full reset settings. Or rename/remove *.ini file on the path C:\Users\__USER__\.mari\TheFoundry\Mari.ini. And it's all =)

Wednesday, November 11, 2015

Bolg

Hi everyone! I present to you my latest work of the fan art on the film The Hobbit - a huge and brutal orc albino - Bolg son Azog. I was inspired by the awesome work of the Weta studio because of his charisma and character development. Weapon (mace) and armor taken from the last part of the trilogy The Hobbit: The Battle of the Five Armies. In the work I used: Maya, Zbrush, Topogun, UVLayout, Mari, Yeti, Arnold, Fusion. Special thanks to Viacheslav Sych for his cool SSS skin arnold shader. Soon there will be a short article breakdown article. Enjoy watching!






Hi-res
Attack_pose_ldif_5k.jpg
Attack_pose_lightV1_5k.jpg
Idle_pose_ldif_5k.jpg
Idle_pose_lightV1_5k.jpg
FACE_CONTR.jpg

Gray:
Attack_pose_ldif_5k_gray.jpg
Attack_pose_lightV1_5k_gray.jpg
Idle_pose_ldif_5k_gray.jpg
Idle_pose_lightV1_5k_gray.jpg
FACE_CONTR_gray.jpg


Wednesday, November 4, 2015

W.I.P. Bolg: The Mace

The Mace (morningstar) of Bolg from The Hobbit: The Battle of the Five Armies, codename - Chupa Chups, in a different light.
>>> FULL RESS <<<


Sunday, November 1, 2015

W.I.P. Bolg: Test turntables


Test turntable of finished model- light set-up #4 (watch on vimeo in HD mode) 

Test turntable of finished model (light set-up #1)

Sunday, October 11, 2015

W.I.P. Bolg: Skin test

First test ("first light") of Bolg skin material using custom sss and multilayer shaders for arnold - kSkin and kLayer created by Viacheslav. Awesome shaders!




Wednesday, September 23, 2015

Monday, July 13, 2015

W.I.P. Bolg update (final base sculpt, re-proportion)



retopology coming soon...

Wednesday, May 6, 2015

W.I.P. Bolg update (pre-final base sculpt)


next- retopology, UVs, hi-detail sculpting

Thursday, April 23, 2015

Bolg update

added to the base sculpting armor on the shoulders and arms.
next- balance of proportions, some fine-tuning and retopology

Saturday, April 18, 2015

Update W.I.P. orc Bolg


added armor on hip... next- armor on the shoulders and arms