Showing posts with label texture. Show all posts
Showing posts with label texture. Show all posts

Sunday, May 13, 2012

Countdown to Finals

There's only one week left of classes for the year and I'm still in over drive. I've been working to hammer things out so that I wont be down to the wire come next week when I have to present my work for final critiques. As of right now, things seem manageable but based on past experience I know I can't let that distract me. The unexpected is always possible and I can't afford to let any thing throw me off.

I am currently working on balancing my rendering final with my Project Pipeline Final. It's been tough because I can never be at the same point with either of them. Working on one means putting the other one off and they are both equally important.

Right now I'm behind on rendering as I made a big push for progress with project pipeline. This week I textured almost my entire character.  Unfortunately not everything went as planned with the character and I was unable to practice painting normals in mudbox.
 Right now I just have the flat color worked out and I'm really hoping I'll have time to add some bump and fix up the specular map, but I can't say for sure. Ideally I'd want to continue working on the color as I think it could stand have a lot more details but I'm having to put that off for now in order to get this thing done.

Rendering is turning out well, but I'm not as far as I wanted to be at this point. I have the displacement maps almost done, some of them need to be fixed up some more and I've only just begun the colors.The issue was figuring out exactly how to get the look I wanted, which took quite a bit of trial and error in terms of painting the displacement and colors.
 The Ottoman is not the right color and I will absolutely be changing it. I also need to change the pictures on the wall.

I was hoping to have the whole thing textured by the start of this week, but things did not work out that way. My plan is to finish them tomorrow so I can begin working on the lighting and the render settings. I also want to add some special paint effect toon lines to give it that outlined look that Van Gogh often used, but I am unsure as to whether or not I will have enough time.

Despite the crunch for time I'm extremely happy with the direction things are going and I'm staying positive about the outcomes. We'll find out after next week if things worked out or not. I am confident however that everything will be ok and I'll be able to manage my time effectively enough to get things done.


Sunday, April 29, 2012

A Good Book

I've been feeling ill on and off all week so I'm going to be keeping this post short. I mostly just want to focus on the updates with my rendering project which I finished. Last week I mentioned that I wanted to find a way to recreate a painterly style with the room, which I did quite a bit of exploration for. However, I decided that due to the amount of time I had I wanted to save that for my final project in rendering and just focus on creating a traditional living room scene for this week.
I still spent quite a bit of time on the assignment though because I wanted to make all of the textures by hand in photoshop. I had a lot of fun with it and I'm very happy with the final outcome.
I think that if there's anything I would want to work on more it with be to make the lamp and picture frames a little dirtier because they stand out as being more "3D" than the rest of the image.  The lighting was done using Sun and Sky and bringing that into the interior scene using a portal light. I then added in Final Gather and Global Illumination to give it that nice soft look and feel.

Sunday, April 15, 2012

Surreal for Breakfast

Before I get into posting new work, I have some very exciting news to share. I found out this week that I am a semi-finalist for the scholarship I mentioned in my post, Spring Is Here!. My art/essays passed the first test and now I'm up against roughly 40 other semifinalists for the grand prize. I am extremely excited and honored to have made it this far and I will be sure to share any updates as they occur.

And now on to the art!

First off, I finished the doctor and I have a quick turn table of him to share.


I am very happy with how he turned out. I only wish I had enough time to make a scene to go with him. That's something to save for later though as I already moved on and finished the next rendering project.

The only project requirements were that we use displacements in our scene. I didn't really have an idea of what I wanted to do for this assignment but for whatever reason I started thinking of a dry desert with cracked earth. Then that somehow led to me looking at surrealism which eventually led to me  putting together this quick concept of what I wanted to do.
I only had a week to do the assignment, so it's not that crazy or out there in terms of surrealism. I made several changes in the composition though once I actually started making it in 3D. 


It's definitely not a portfolio peice or anything I'm too proud of. I wanted to put a lot more time into it than I was actually able to so it ended up falling short of my expectations. I'm glad I changed those awful arches that where in the original concept I made in photoshop. I never really liked them but they at least gave me a sense of what I wanted to do.

I really wanted to be able to get the metal texture that is on the front hand in the concept, and I had a texture that I was going to use. But for whatever reason the shadows just weren't working right on it and I didn't have enough time to investigate so I ended up just changing the texture all together.

I feel like trying to make something be surreal in 3D is cheating because it's so easy to get that look to it. Even more so since I could add things in in post and play around in photoshop. The weird part is despite all that I still didn't really get it to be what I wanted.

That's all for school work at the momment, but I do have a little something I did last night on the side.
I was done with work for the day and decided to do a quick self portrait in photoshop based on a photo I had. Nothing too fancy but I thought I'd share anyways.

That's all for now!

Saturday, February 18, 2012

New Over Old

Oh man, this is going to be one of those blog posts where I'm going all over the place in terms of what I am working on.  I do so many things that are considered art each week that sometimes it's hard deciding on what is worth sharing and what is not.

Before I start sharing some new pictures, I'd like to direct your attention to the blog for the new video game project I've recently joined. I mentioned it in the last post, and I've yet to determine where I should be posting the work I'm doing for it so for now I'll be refraining from putting anything here on my personal blog.

Ok, so I have some new things and some old things. Let's start with the old.

Remember this?

I did a little more work on her face. Fixed the nose which was off to one side too much. Added more detail to the hair and to the face as well. Fixed up the overall shape and made some other adjustments to the placement of things.

I've realized over the past few years that my general style for drawing people and in particular faces has become more and more set in stone. By that I mean, it's not evolving as much as it used to in the past. Possibly because I've become more comfortable and confident in how to draw faces and I'm not erasing and rearranging things as much as I used to. Either way, there's definitely a consistent and noticeable similarity now in how I draw faces (except of course when I am purposefully trying to stylize things), and I have yet to decide if this is a good or a bad thing.

And now for the new!

Well kind of, actually everything I have to show this week is work on old/previous projects that I'm improving. But, it's new to this blog, so I'm counting it as new.

I originally drew this in pencil and ink over the summer. This week I have started trying to color it digitally. I am constantly starting new digital drawings mostly because I'm trying to develop the skills and techniques for doing them. It's something I've always wanted to learn but have never really had the time to devote enough energy towards to become consistently efficient at it. I decided to try a different approach for making the base skin tones in this one and so far I am very happy with it. I quickly realized that same method would not work as well for the cloth unfortunately and ended up with the not-so-successful pink sash around her waist. I'll have to redo or at least change up the cloth so that it looks better, but for now I have to focus on my 3D.

Which brings me to my shading final. I'm repurposing a character model I made earlier this year in my high poly class and will be shading it using mostly procedural and some image based textures.

She's not my favorite model, in fact I actually kind of hate the model. I just don't think I did as good a job in making her as I could have. I fixed her up some for this project before UVing her. I am still not happy with her fingers or her feet (although her feet used to be much, much worse) but I am hoping that if I do a good enough job on her textures then I'll be more inclined to salvage the model.

This is my first time using sub surface scattering, and in my opinion I have not been very successful so far. I've gotten it to a much better point than it used to be, but she looks more like she is made out plastic than actual flesh. I am not trying to make her 100% realistic, but even so I really just don't like how her skin looks.

I still have a lot of work to do on her, and every time I work on it it looks better which is always encouraging. I'm still not in love with it yet, but it's getting there. Hopefully by the time I have to turn her in two weeks I'll be at a point where I am happy with it.

Tuesday, January 3, 2012

Pianos Are Productive!

I have a couple of updates!

1.) The Piano is complete! Hooray!!! I finally got around to finishing the textures, all that's left is to finish rendering out the turn table and composit it together, and re-render the stills. I've pretty much come down to the final push with all the work I wanted to get done over my Holiday break. Unfortunately it looks like things will be spilling over into the school quarter when I get back as rendering has slowed me down quite a bit. I'm not as familiar with rendering as I am with modeling and texturing so I've made a couple of mistakes that have set me back. Anyways, enough about all that!
Here's a look at the finished piano! I just grabbed a few of the images from its turn table for now. I'll put up the real stills when I get to them.



(I'm really happy with the way the peddles turned out. Even at an angle it's hard to tell that the section where they go into the back of the piano is just a flat texture)

2.) I'm still in the process of getting King's Turn Table done. I had the whole thing rendered out when I realize I forgot to adjust the curves in the curve editor so they weren't linear. I'll try to get it up here as soon as I can.

3.) I DO have one turn table to share. I made the same mistake and forever to make the curves linear so it's not perfect, but right now getting my other stuff done is a priority so it'll have to do.


Classical Figure Turntable and Wireframe from Madeleine Rabil on Vimeo.

That's all for now. I wish I could talk some more about the stuff I've been working on but I'm down to the wire and have so much to do! I'll have lots more to share next time hopefully since I've gotten a lot of things at their final stages, I just haven't had a chance to assemble everything yet.

EDIT: I forgot I wanted to thank Skybase for his comment on my earlier post. He pointed out that the piano looked like it was floating, which I was able to fix in time for all my rendering.

Friday, December 23, 2011

I Heart Textures

I'm back again, and so soon too! I couldn't stay away really. I kept telling myself I didn't have enough to post yet, but that's really not true at all. I've been working almost all week on my portfolio pieces and I gotta say I really do love 3D.  It's hard for me sometimes because I struggle with it much more than I do with 2D. Most of which can be attributed to inexperience, but I also know that I sometimes struggle to grasp the more technical side of the 3D world. I know I can handle the technical aspects, but I do tend to have to put more time and effort into learning and understanding them. But once I understand something it becomes second nature and the more this happens the more confident I become and the more I enjoy and look forward to working.

Anyways, enough of all that! Since I'm saving all my rendering until next week, I decided to move on from my robot/oracle, and start working on the next thing. While I really want to keep working on King, I realized it would be better to get my smaller projects out of the way first. It would be bad if I spent my entire Christmas break working on him and ended up with only one thing for my portfolio. So some debate over what to work on I decided it was high time I revisited my piano.


I originally modeled this piano for my  3D Enivornmental Design class. It was for a group project in which we had to recreate an entire room. The hardest part was that all the models also had to be to scale, which was something I had never had to do before. So this piano is based on an actual physical piano that I got to sit there and measure with a ruler and a tape measure.

The original version of the model is high poly and the textures were done procedurely (this was before I really knew much about procedural shaders) in Maya.

 Here's a picture of what the actual piano looked like.


Since modeling it I have reduced it to a low poly version, which is what I have been working on this week. I started by first re-laying the UVs so that they would take up the majority of the UV space.


And currently I am working on retexturing the whole thing. I have been using a mixture of photographs as well as hand drawn elements to not only give the piano my own unique touch but also to help enhance it's realism. My favorite thing about texturing is that it really allows me to draw on my fine art expertise. I absolutely love drawing and creating my own textures by hand.


Right now I am focusing on adding in damgage and the kind of details that will give the piano a worn out look. I am not trying to copy the appearance of the original piano that I photographed and measured since that was only a requirement when I was using it for my class assignment. I'm maybe half way there with the textures. It's taking me longer since I am working at home and don't have access to a wacom cintiq. As much as I desperately want a cintiq they're too expensive for me to be able to afford on my own. It's unfortunate because I know that I could do everything in about a third that amount of time if I had one.

Anyways, even though I'm not done, here's a quick render of what the textures look like on the model so far. I'm only focusing on the color at the moment so ignore things like reflection and specularity as I have yet to get to them. Also remember this is the low poly version of the model so it doesn't look exactly like the one above.




Wednesday, December 21, 2011

Heavy Metal

It's holiday break for RIT which means I'm nice and comfy back at home in Maryland. Of course, just because I'm 6 hours away from college doesn't mean I'm 6 hours away from work.

This Christmas break I've been diligently working on my portfolio. I have about 8 projects I need to fix up and make shine before they are ready to be called "portfolio pieces." Overall, most of them are about 85-90% of the way there, they just need that last bit of polish before they are good to go. One or two of them are already in my portfolio but need turn tables or new renders and so on.

I spent a good amount of time last year putting my portfolio together for the Game Developer's Conference. I got a ton of great feedback from the people there, but haven't had a chance until now to actually start putting it to use and making changes. Plus I have a lot of new and far better work now (it has been a whole year afterall) that I want to add in.

I took the first  few days of my holiday break to relax so I don't have too much(at least in comparison to how much I have to do overall) done yet.

Today I just finished UVing and texturing a piece (left) I did earlier this school year for my High Poly Class.  Since it was a modeling class, we had to focus on modeling and nothing else and weren't allowed to texture any of our work except for the final assignment.

I started out laying out some of the UVs, not everything needed them, but some of the larger pieces
needed it. Once I got the UVs, I started making some metalic textures for it procedurely.

I thought I had done pretty well at first, because when I rendered close ups of the different materials it looked pretty good, but then I rendered the whole thing and quickly        
                                                                 changed my mind.

I'll be honest... it looked pretty bad (to put it lightly), haha. The colors were all wrong and the materials barely looked like metal. It was pretty clear that I had a lot more work to do if I wanted to make the materials procedurely.

I've had a lot of experience making my materials by hand in photo shop and painting the different maps and so on, but I have yet to fully master procedural shaders. I could've gone my usual route and done it all by hand, but that requires the UVs for everything to be laid out. And since this was a model for a high poly class my geometry was such that
UVing while not impossible, would be difficult.

I took a break from working and came back refreshed and ready to work. I managed to use the shaders I had in the image above, as bad as they were, as a starting point and kept building from there. For the most part I had things right, I just needed to tweak the values and some of the colors.  And once I got the hang of it with one of the materials I was able to easily adjust the others. Even though it took me longer than I planned, I still saved myself a few hours of work had I tried to UV everything and do it the way I usually like to.

After some playing around I ended up with this:

Overall it was a major improvement. Looking at this I honestly don't know how I got what I had the first time I tried. Maybe I just really needed to take that break and get away so I could refresh my thought process. I'm very happy with how the shaders turned out, especially since I haven't had too much practice with doing shaders entirely in Maya. I tried to make each of the metals look and feel slightly different so they wouldn't all look exactly the same.

Now that I have it textured the only thing left is to re-light and re-render it and I'll be all done fixing this project up for my portfolio!

Friday, December 16, 2011

Tea Time: Update

So I was looking over my blog post from yesterday and I realized that I uploaded the wrong image of my still life. The difference is not that big, but I spent a good amount of time working on the lemon slice (I'm still not done, but that's not the point) and I wanted to be able to show the latest progress on it.

I also wanted to bring up that currently I have the Mia Material X applied to my spoon and silver tea pot, and that I'm planning on replacing that with my own shader, and possibly reflection map (I probably won't have time for this but if I do I would like to do it), in the future.


Wednesday, December 14, 2011

Tea Time with the Hoodlums

My latest project for 3D Shading is to create/recreate a still life. As a fine artist, still lifes are somewhat of a passion of mine, especially when it comes to painting, so I was very excited when we got the assignment. I first began trying to recreate a still life created by Will Kemp, which can be found here. I was particularly drawn to his painting because of it's simple, yet compelling composition. As much as I wanted to do an overly grand and complex set up for this project, I managed to convince my self to keep the scope small so that I would be able to produce a higher quality piece overall.



Although I began copying the set up of Kemp's painting, it wasn't very long before I ended up changing the composition around altogether and even adding in my own objects. As a result, the only remaining similarity between my composition and Kemp's is the tea cup with lemon slice and spoon. However, I decided to go with a more dramatic downward angle.

I am far from done. I have a lot of work to do with the shaders and even have some things I still want to add into the scene. The texture for the tea cup is my own creation which I hand-drew in photoshop. I am very happy with it as it is my first time entirely hand drawing a tileable texture. Here's a small snippet of the whole thing.


Now that that's done and over with, I am super excited to share an update on my character, King! When I last posted about him, I mentioned that I had some issues and was forced to turn him in without getting to do everything I wanted with the textures. I had always been planning on returning to him and finishing him up, but it's extremely difficult to find time for extra projects when I've already got my hands full with class assignments. I finally found some time today, and got a good amount of work done, especially on his pants.

I pretty much finished his jeans,  I just need to touch up the bottom where it folds and lower the amount of fade near the bottom because it looks weird having a straight stripe. I gave him some adorable back pockets too, which you can't see in this shot, but I assure you they are there.

I spent a good portion of my time on the jeans, as I originally wanted to hand paint them entirely. But I just couldn't get the fading to look right so I ended up layering in actual photos of faded jeans and then altering them with my own brush strokes and so on.

Aside from the pants, I added a patch to the arm of his jacket and started layering some dirt onto the jacket as well. So far I'm very happy with the direction things are going, and can't wait to keep working on it!