Showing posts with label render. Show all posts

Sculptris: Sad Old Man

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Sculpted in sculptris. PC still crashing a few times when going in to paint mode (My knackered pc and not Sculptris' fault). Click for full view to see profile shots and passes:




I just added some Colour balance + contrast in PS as well as a poorly shaped eye grabbed off the net just to see how it would look if I added a decent eye model/texture to it. It is a bit out of shape but good to at least get an idea.


Sculptris: Daredevil

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Having a few PC problems at the moment so this took a bit longer than it should have (need to buy new bits to stop it crashing!)

Anyway this was done in an evening from a sphere in sculptris. Rendered in sculptris as well (tried multiple materials and masks to emulate passes, see previous tutorial post on technique used).


In paint mode I also used multiple materials with different masks to give a different material type for the skin and eyes. It can be a bit fiddly but it works ok now!

Sculptris: Using different materials for a multi-pass render alternative

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Here's a quick idea for those wanting a bit more control over the final look of your sculpt if rendering in sculptris. Paint your object as normal, texturing and adding bump where you want. Once this is done clik options > save image and it will render out what you have there at the time. Then simply change the material type and save the image again (perhaps describing what kind of pass it would emulate ie image_ambient).

After you have multiple images saved open them in photo editing software (gimp is completely free if you want the free route, in this case I used photoshop but most photoediting software comes with the ability to add layers). Using layer types you can then start combining your rendered images in to one. Ideally start with a flat texture /ambient pass on the base layer adding different ones on top. Some materials emulate rim lighting and such which can be to your advantage, others may offer some nice specular properties. You can also mask parts of these to get the ideal look you want.

Below you'll see a simple sketch on a sphere with some texture and bump added, along with the passes used to create the overall image.


Above - the final composited image. I used the rim light render last and duplicated it to get a nice crisp edge where I wanted it. Rather than a completely flat ambient pass I used a 50/50 pass which just adds a tiny bit of depth to increase the texture.

Below - The 4 passes used Left to right, rim and specular, Kicker, key and ambient (50/50 pass in this case).



Give it a go anyway! All of this can be done with completely free software such as Sculptris and Gimp. Enjoy!

XSI 6.01 Physical Sky/Final Gathering/Environment Maps + Glass

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OK so I've recently started delving in to XSI 6.01's features (after being stubborn and sticking with 5.11 for most of my final year project) and thought I'd test the Physical Sky that was added with 6.

To start off i created a simple scene with a simple poly grid for the ground (with a Lambert material added) and a poly sphere with a very simple glass setup i created. Here is the rendertree for it;



Usually i would use a shader downloaded as xsi's presets arent very good but i thought i'd make my own so I can tweak it and learn how well the glass works when using the Physical Sky.

For those that don't know how to create a physical sky go to render mode (3 on the keyboard)>Pass>edit>initialise Sky Shader (alternatively this can be done through 'edit current pass' and adding 'physical sky' in the environment section of the pass shaders tab.

Final gathering needs to be turned on and the effect is quite impressive, I played around a little with the physical sky options (the final options i used can be seen below) and also after seeing the intensity of the light used a tone mapping lens shader on the camera (select camera>lens shaders>tone mapping)



Here is the final result;


And just to test how the glass works using Final Gathering and HDRI mapping i tested it with a simple photography of mine for the environment (instead of using physical sky in the pass shader tab> environment add 'Environment instead' and apply an image, preferably a HDR image). here are the results of that. Any Questions don't hesitate to ask :)