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


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!



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

Saturday, February 21, 2015

My workflow in creating a work of "Business Monkey"

Before to start some history: I have received the order to refine the head of the human-chimpanzee from studio Postmodern. A lot of work has been done and I decided to finish at my discretion. I used this basic model of the head of chimpanzees and made a complete re-sculpt and re-texturing, also set up a shaders, created the hair on the head, shallow stubble on the face, added a shirt and jacket with a light cloth. Below are some of the steps

For Sculpting  of the head-parts I've used Zbrush. For visualization I used Arnold Renderer, so  was obtained this VDM texture with desired attributes. Texturing was produced with Mari under aiSkin shader - each layer was separately textured and some details  were added for each skin layer.

Hair and fur.
Hair and fur were the most interesting part of the workflow. For this I used the Yeti because it's flexible in work and speed results. Everything was done in the Yeti - eyelashes, hair and their hairdress, fine hair undercoat, fine bristles and small fur jacket.

For the eyes I've used The first-created set-up for Arnold Renderer (yet 1.0 version, I plan to develop next set-up for Close-up or even macro plans)

For clothes were used previous developments, adapted to this character and for Arnold Renderer.

Rendering and compositing.
Separately, it must be said about Arnold Renderer and  thanks to its developers Solidangle, for such quick work with a large quantity of polygons, displacement, SSS and hair. The ability to customize the AOV's to fit your needs and write your shader, thanks Besha his SSS shader. Compositing and color correction was produced in Fusion

I hope it was pleasing for You . Thank for attention :)

Thursday, January 29, 2015

Realistic 3D eye model for Arnold Render

Realistic 3D eye model with interactive change iris color. Shading and rendering Arnold Render

Tuesday, January 6, 2015

Business monkey (Деловой Мартых)

Primary soft- Maya, sculpting in ZBrush, texturing in Mari, hair and fur by Yeti, rendering in Arnold, compositing in Fusion
Making of soon...

some AOVs