The biggest news I have is that my thesis is officially over! Things turned out better than I expected and I received an A for the overall project and results. I posted the final shots I have of what the level looks like in the UDK engine on my thesis blog, but I'll repost my favorites here as well.
I've still got some polishing left to do, but overall I am very happy with it!
I've also got some final projects and results from my Lighting and glass class to share.
For lighting I decided to create the storage room for a theater company. As usual, my plans were much more elaborate but time forced me to scale them back. I wanted much more dirt, dust, and maybe even cobwebs, but it's important to recognize when you need to scale back and sometimes you just can't do it all. I'm still very happy with it despite not having everything I wanted.
I collect glass paperweights, so whenever I could pick what to make in my glass class I decided to make them. I actually ended up only making one cup because I didn't find it as cool or exciting.
My first one turned out a little derpy because it was the first thing I made in the hot shop. I had a lot of trouble keeping it on center because keeping the pipe turning at an even and constant rate was difficult with my tendonitis. As a result the top of my paperweight ended up being lopsided.
My second one turned out much better and my teacher let me experiment with rolling the glass into a cone-like shape.
My third paper weight is one of my favorites because of the colors and how the design on the inside turned out. We used a speciall type of blue color that reacts when mixed with other colors, so I ended up with some really pretty white speckles and swirls where it reacted with the purple color. The big silver thing in the middle is actually a giant bubble, and it's really cool because on one side of the globe the color swirls up and kind of hides it. The pictures don't really do it justice.
I don't have photos of the final paper weight I made yet, but it was very fun to make because my teacher let me experiment again with cutting a flower into the colored glass in the center. I also got to use a special crimp on the flower's petals so when I covered it with the clear glass all these tiny bubbles formed from the air being trapped in the grooves on the pedals.
And of course as usual I have a plethora of other drawins I've done in my brief momments of free time to help me relax and just take a break.
I actually spent quite a bit of time on this one, I revisited it several times before I was actually happy with it. The main thing to know about this one is that the female is real, as in she's part of reality. Whereas the mail is more a part of her thoughts and feelings. The whole idea is that she constantly struggling with her emotions and no matter how hard she tries to move on and get past them, they are there toying with her in this endless dance.
I really like this one design wise, although I'm not entirely convinced I haven't seen it or something similar somewhere.
I'd like to actually finish this one someday, although I don't really have any plans set in stone for it.
A quick painting I did. Didn't spend too much time on it, just needed to let off some steam.
I liked this one at first, but now I don't. I think it's the facial structure that bothers me. I didn't really spend a lot of time planning it or making sure it was correct.
Just another drawing where I was playing around with design ideas and photoshop.
Rambling and rendering loudly of and about art, from student projects to daily doodles.
Showing posts with label digital. Show all posts
Showing posts with label digital. Show all posts
Friday, March 1, 2013
Final Dance
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Monday, October 29, 2012
I'd Like A Sanity Check, Please
It's been a while since my last post. Part of that is because I've been busy with my thesis (which if I have been updating the blog for weekly, so that's a good place to check if I don't post here) and part of that is because I've been so busy with work and school that I don't really have any other stuff to show.
My Self Portrait sculpt hasn't been updated enough to really show. My teacher told me I was the only one who was re-topologized and ready on time and because of that he gave the rest of the class an extra week to catch up. He then asked me to go over UVs in our next class, so I then got further ahead by also doing my UVs a week ahead of the rest of the class so I'd have something to show while going over my process.
I have two things I'm really excited to show, because they are more or less complete (or as complete as some one with not very much time can make things.
I'm the most excited about this piece because I literally just finished it about an hour ago. I basically had the phrase "Sanity Check" in my head as I drew it. I didn't have much of a plan for it, but it was one of those drawings that just kinda flowed onto the page without me really knowing why. If I could do anyhing different I'd definitely redo her torso and limbs. They work well enough, but the body language isn't quite right for the attitude she should have. I'm very pleased with her face and all the crazyness popping out of her head, I don't think I'd change it very much.
This
is the first pen drawing I have done in several years. I just kind of
sat down and decided I felt like drawing something decent. I spent about
an hour and a half on it, just kind of made it up as I went. The
proportions aren't right, but I think I'm ok with it considering I
didn't really rough anything of it out before hand.
Those are the two main things I wanted to share, however, I did recently discover a drawing I thought I had lost that I'm going to hopefully work on some more and finish.
I was really upset when I couldn't figure out where the file for this went. Turns out I saved to the default documents folder(not very useful when on a public computer) instead of switching to the desktop like I usually do. She's your typical goth punk girl, doing what else but voodoo, like all good little goth girls do. I really like the style I had going and I'm eager to see how it turns out. Hopefully I can keep it cohesive enough that I don't decide I hate it in the end.
I don't have much else other than that, so until next time!
Monday, October 8, 2012
Life Size
It's officially mid terms which means of course that the quarter is in full swing for me. I've been running around between all my different projects and my two jobs so things for the blog are naturally off schedule. I'd like to say that I can get back to weekly posts, but I don't foresee that being realistic any time soon. Nonetheless, I will be doing my best to update as often as possible.


I had a rather exciting last two-weeks art wise. I got to do my first ever life-sized figure drawing which was also live (meaning in person from a model), which was the most fun I have had drawing in a long time.
I knew I wouldn't have enough time to shade the whole thing supper neatly and perfectly so I decided to just have fun with the materials instead. I end up doing a ton of smearing with my hands just whenever I felt like it. I then kept some of my shading untouched so that the strokes were still clearly visible and in the end it came out with a cool mixture of both.
I am over all extremely happy with it, except I think the shoulder area and back of her kneck is not quite right. Unfortunately, that's because my view changed a little bit after the model too her first break and that was the one area I hadn't clearly mapped out in the first 30 minutes. There are a few other minor issues, but I am still extremely happy with it. It's also really cool to have a drawing that's literally as tall as I am.
I've been working on creating a self portrait in 3D for my Modeling Strategies Class, and I've been having a lot of fun.
On the Left is the photo I took of myself. Since I'm not doing details just yet I decided to go ahead and mirror my face and work from it like that. Once I get closer to the end I can switch to working asymetrically, since no one's face it's perfectly symetrical.

I think my profile view isn't as strong in terms of the accuracy of the model, but this has only been the first week so there is plenty of time to make adjustments. I'll be spending a lot of time fixing the nose which is almost entirely wrong in terms of shape. And I need to work on getting my cheek's bone structure right, it's a little more fleshy (for lack of a better word) than how I have it on the model at the moment. I haven't touched the eyes at all so they are off in both the front and side views.
I also started a new digital painting that will mostly likely end up on my never ending pile of unfinished work. In terms of time and access to the right tablets, it usually just isn't realistic for me to even be starting these, but it is something I really do want to get better at. The only way to get better is to practice, so I try and fit it in when I can.
NA big difference here though is that unlike most of my other digital drawings I started this one from a sketch I did in pencil. I'm much more comfortable and better at drawing characters from scratch in pencil. I have improved at it on the tablet, but I think it'll be a long time before I can surpass anything I can do on paper just because I have so many more years of experience with paper. It's turning out pretty well, I think her waist/hips might be a bit small for her upper body, but that's easily adjustable. I like how the fans turned out, although I'm not too sure about how convincing their angles are. We'll have to wait and see how this one turns out.
The rest of what I have this week are mostly just doodles.
I've been getting back to drawing in pencil, I think drawings done on paper always have so much more life to them than ones done digitally- at least in the case of my own work. He's unfinished as I'm still trying to visualize what he's wearing. I pretty much had the idea of the wolf hat (unoriginal, i know) and drew him because I wanted to draw that, but now I don't know what to do with the rest.
This is a Drawing I did of my friend Ben really quick. I like it because it looks exactly like him.
And finally, whatever this thing is. Don't ask because I really don't know.
Sunday, September 23, 2012
Rock Monster Man
Things have recently started to get really crazy for me school-wise, so I'm going to hopefully be keeping this short. I haven't had much time for anything other than my thesis and job so most of what I have been doing is just doodling.
Like I said, I've mostly just been doodling. I've found it's really great to just take an hour break and just kind of let myself relax and draw something. It's been helping me keep from getting too stressed out, which is really nice.
I didn't really have any purposed for drawing this, just something I thought of that was easy enough to do. I couldn't decided how I wanted to make his legs and pretty much just drew them like legos.
This is the only thing I spent more than 1 hour on because I was feeling so stressed out I couldn't even focus on my homework. The weird thing I found out about fine art is that no matter how upset or bothered I am I can still zone out of life and just focus on doing it. I've had ADHD for a really long time, and drawing is the only thing that has ever been able to hold my complete and utter attention like that.
I absolutely love the drawing, but his neck is very clearly too long. I tend to do that with necks, but it was actually worse in this drawing before i changed it.
That's all for this week, I have to get back to doing homework.
Like I said, I've mostly just been doodling. I've found it's really great to just take an hour break and just kind of let myself relax and draw something. It's been helping me keep from getting too stressed out, which is really nice.
I didn't really have any purposed for drawing this, just something I thought of that was easy enough to do. I couldn't decided how I wanted to make his legs and pretty much just drew them like legos.
This is the only thing I spent more than 1 hour on because I was feeling so stressed out I couldn't even focus on my homework. The weird thing I found out about fine art is that no matter how upset or bothered I am I can still zone out of life and just focus on doing it. I've had ADHD for a really long time, and drawing is the only thing that has ever been able to hold my complete and utter attention like that.
I absolutely love the drawing, but his neck is very clearly too long. I tend to do that with necks, but it was actually worse in this drawing before i changed it.
That's all for this week, I have to get back to doing homework.
Monday, May 21, 2012
The End of Junior Year
It's the last week of school and everyone is intensly focused on their final projects and studying for exams. The end of the year is always bitter sweet for me. I want to go home for the summer but I also want to stay at school and keep learning. It's important to get away though, so I am looking forward to hopefully having some time to relax. We'll see how things turn out.
Anyways, I need to get back to working so I'll try to make this quick. As usual I've got some updates on my final projects.
I'm done with everything for project pipeline except for the turn table, which hopefully wont take too long.
I spent last week finishing textures and making her hair.
It's the first time I've ever attempted hair cards, and I will admit, I was pleasantly surprised with how they turned out. Unfortunately I made the face way too low poly so if I ever want to use this project for anything I'll have to redo it. I'm relatively happy with the rest of the project, but I don't think it's on par with the level of detail that professionals are able to make. I wish I had had more time to work on it but things just didn't work out that way.
What I'm really excited about is my rendering final. The project reached a whole new level once I was able to add in normals and so on. It's pretty close to spot on to what I envisioned there are a few issues with the quality in the textures.
I purposefully put an ambient light in the scene to help flatten it out. I don't want it to look entirely 2D but I also didn't want it to look too 3D. I'm not sure if that makes sense, but I'm happy with it either way.
I also finished working on Galactose, the game project I mentioned earlier this quarter. We have some videos of the game up on the Galactose Blog, so please check it out. The game came such a long way and I'm so proud of how it came out.
All that's left now is for me to add some small touch ups to my rendering final and make the turn table for my character and then I will be done for the year!
I also finished working on Galactose, the game project I mentioned earlier this quarter. We have some videos of the game up on the Galactose Blog, so please check it out. The game came such a long way and I'm so proud of how it came out.
All that's left now is for me to add some small touch ups to my rendering final and make the turn table for my character and then I will be done for the year!
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.
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.
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.
Monday, May 7, 2012
Painting 3D
Only two more weeks until the quarter is over which means I've been stepping up my game and going into over drive mode. I spent the weekend designing a UI for Galactose, as well as hammering away at my rendering final. I'm crunched for time and will be until the end of the quarter so my posts may be a little later and or shorter than usual. Still, I will try to keep things as up to date as possible.
For rendering we had to draw out our composition for our final. Mine was pretty easy since I'll be using the same scene from my last project and pretty much had the composition set already.
For rendering we had to draw out our composition for our final. Mine was pretty easy since I'll be using the same scene from my last project and pretty much had the composition set already.
I did move some things around as well as add in a few new objects. I tried to give somewhat of a sense of the look I was going for, although I'm not quite sure I pulled it off as well as I could have.
Aside from that I also started working on the displacement maps which are going quite well.
I've got about a 3rd of the displacements done and I'm hoping to finish them and color the scene this week. I decided not to change the rug like I have it in the drawing and just kept the one I had before. I am also not too happy with the displacement on the ottoman, so if I have time I'd like to go back and redo that. We'll see how things work out though.
One last thing before I go. I did a quick doodle the other day in about 15 minutes for fun. Just thought I'd share it as well.
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Sunday, April 22, 2012
Vestibular System
Ok before I start the blog post I thought I should probably explain the title. Basically it's just a very bad joke (if it were a good one I probably wouldn't feel the need to explain it) about the fact that I spent a lot of time this week trying to balance out my work and that my next rendering project was somewhat inspired by Vincent Van Gogh. Everyone knows (hopefully) about how Vincent Van Gogh cut off a portion of his ear. So the joke is that the Vestibular System is what helps people control their balance which coincidently happens to be in the inner ear...funny right? No, not really but I decided to keep the title anyways.
This week has been busy, but what else is new? I noticed recently that the amount of work I was doing for each of my classes had started to become a little unbalanced so I spent this week trying to redistribute my time and focus to try and get everything back in balance. Which meant spending less time on rendering and more time on my production pipeline project. Basically I told myself that I couldn't spend any extra time on rendering until I get the model and UVs for my character for production pipeline done.
Considering how excited I am for my next rendering project it seemed to have worked really well because I actually managed to finish the model very quickly and efficiently this week. I don't know why but all the other times I tried to work on it just went painfully slow, which was frustrating since I knew I was much faster at modeling than I was actually going.
And thanks to the Maya Bonus Tools that you can get from the Autodesk Area, I have managed to UV more than 80% of the model in less than 4 hours. I think that must be my new record for UVing an organic object, particularly one this complex.
I just have to mirror over the boot and arm and finish up a few small pieces and I'll be done! Which means I can really start having fun with my rendering assignment.
I am very excited about this assignment because I'm going to be using it to lead into my final project for the class. I started out in fine arts, and ever since I started doing 3D I've been wanting to try and find a way to make it look like my models were painted. I've done a lot with painting on textures by hand, but obviously that's not enough to make something look like it's made out of paint. So my hope is that with my final project I can really explore some of the possible ways that I can add thickness to the object in the way that it looks like thick globs of paint brushed on. I've been working out several different options in my head for a while and I'd really like to finally try them out to see if I can make this happen. I have a feeling it's going to fail miserably but I really want to try it and see.
I've painted in a lot of different styles, but I always really enjoyed expressionism/impressionism and this is what I'd really like to try and mimic in 3D. For our next rendering project we're required to create an image using Global Illumination and Sun and Sky. My plan is to create an interior scene that I will then use portal lights to pull in the light from the sun and sky for the Global illumination I set up in the room.
I decided to take inspiration from some of Vincent Van Gogh's paintings of interiors, specifically the ones he did of bedrooms. Van Gogh often painted entitre rooms, but due to time constraints and the amount of work I have this quarter I decided right away that I wanted my scene to be very small and really just a portion of a room instead of the whole thing.
This painting in particular inspired me for the set up of my interior, although strangely it hardly has anything in common in terms of the furniture or set up. Believe it or not it was the green he used in this painting that caused me to suddenly visualise the set up of my scene.
So far I only have things modeled and UVed, but I plan on getting to the lighting and eventually the texturing before the end of this week. I have to finish the UVs for my character though before I can start. Hopefully I'll be able to begin work again tomorrow.
This week has been busy, but what else is new? I noticed recently that the amount of work I was doing for each of my classes had started to become a little unbalanced so I spent this week trying to redistribute my time and focus to try and get everything back in balance. Which meant spending less time on rendering and more time on my production pipeline project. Basically I told myself that I couldn't spend any extra time on rendering until I get the model and UVs for my character for production pipeline done.
Considering how excited I am for my next rendering project it seemed to have worked really well because I actually managed to finish the model very quickly and efficiently this week. I don't know why but all the other times I tried to work on it just went painfully slow, which was frustrating since I knew I was much faster at modeling than I was actually going.
And thanks to the Maya Bonus Tools that you can get from the Autodesk Area, I have managed to UV more than 80% of the model in less than 4 hours. I think that must be my new record for UVing an organic object, particularly one this complex.
I just have to mirror over the boot and arm and finish up a few small pieces and I'll be done! Which means I can really start having fun with my rendering assignment.
I am very excited about this assignment because I'm going to be using it to lead into my final project for the class. I started out in fine arts, and ever since I started doing 3D I've been wanting to try and find a way to make it look like my models were painted. I've done a lot with painting on textures by hand, but obviously that's not enough to make something look like it's made out of paint. So my hope is that with my final project I can really explore some of the possible ways that I can add thickness to the object in the way that it looks like thick globs of paint brushed on. I've been working out several different options in my head for a while and I'd really like to finally try them out to see if I can make this happen. I have a feeling it's going to fail miserably but I really want to try it and see.
I've painted in a lot of different styles, but I always really enjoyed expressionism/impressionism and this is what I'd really like to try and mimic in 3D. For our next rendering project we're required to create an image using Global Illumination and Sun and Sky. My plan is to create an interior scene that I will then use portal lights to pull in the light from the sun and sky for the Global illumination I set up in the room.
I decided to take inspiration from some of Vincent Van Gogh's paintings of interiors, specifically the ones he did of bedrooms. Van Gogh often painted entitre rooms, but due to time constraints and the amount of work I have this quarter I decided right away that I wanted my scene to be very small and really just a portion of a room instead of the whole thing.
This painting in particular inspired me for the set up of my interior, although strangely it hardly has anything in common in terms of the furniture or set up. Believe it or not it was the green he used in this painting that caused me to suddenly visualise the set up of my scene.
So far I only have things modeled and UVed, but I plan on getting to the lighting and eventually the texturing before the end of this week. I have to finish the UVs for my character though before I can start. Hopefully I'll be able to begin work again tomorrow.
Saturday, March 31, 2012
Fishes are so Delicious
I have quite a few updates and new things to share. Let's start with the updates on projects from my last post.
First of all I completely redesigned the character I am making for my project pipeline class. I realized that I didn't have a clear idea of who my character was and it was really holding me back in terms of being able to let her inner personality show through in my work.
I'm really glad I decided to rework the design. Going back and doing thumbnails really showed that I didn't have a style really nailed down, and even as I started to form a better image of my character in my head it still took me several tried before things started to become more consistent.
She's still very simple design-wise. I mentioned last time that I really wanted to keep the design conservative so that I could really focus more on building my skills instead of spending time making everything really complex. My professor pointed out that something I should really work on is trying to make a unique profile for her so that she's more identifiable. While I was purposefully being conservative, I think my professor was bring up a really important issue. Right now she doesn't really stand out at all, and if I can find a way to change that while still keeping her simple I think it would
I spent a lot of time playing around with hair styles. I knew I wanted her to be a more butch and serious looking female, but being a girl myself, I know how many different things can be down with hair. There is no such thing as just "short hair," there are hundreds of different styles and types of short hair. But there are ways to limit options, luckily, and since I wanted her to feel more professional and serious and it was pretty clear that anything too wild or messy would send the opposite message. Not only is she a professional, but she's also very rational. I decided she's the type to keep her hair short not because it looks good but because it keeps it from interfering with her work as a soldier. really help.
With all of this in mind, I've decided to go with hair style number 2. My second choice would be number 6. I'm going to begin modeling her today so I should have more to share next time.
Now on to rendering! I finished my last project. It's not too different from the image I posted last week, but the lights are better and there's some AO in the picture too. It's still not the most exciting thing I've ever done, but it's not too bad.
I've also begun my second project for rendering in which we have to make an image using only procedural shaders. I decided I really wanted to challenge myself for this one, and boy did I pick a challenge. I decided to make a gold fish, which doesn't sound too bad but if you've ever had to make scales using procedural texturing then you'd know it's no picnic.
It took me three hours to get just the shape of the scales alone. It took me a while but I finally managed to get the shape using just ramps. I then added a bump map, color, incandescence, and some other attributes. In the end I used mostly ramps for a good portion of the entire shader.
The next challenge was getting the texture for the fins, particularly the tail since the lines need to follow along the split "Y" shape of the tail.
They're still not perfect, but I need to work on finishing the rest of the scene and the eye before I play with them some more. It's due on Tuesday, so I should have a finished image to share next week.
Before I go, remember the doctor concept I created in my post The Doctor is In? Well I'll be using him for my next rendering assignment, so make sure to check back to find out how he turns out!
First of all I completely redesigned the character I am making for my project pipeline class. I realized that I didn't have a clear idea of who my character was and it was really holding me back in terms of being able to let her inner personality show through in my work.
I'm really glad I decided to rework the design. Going back and doing thumbnails really showed that I didn't have a style really nailed down, and even as I started to form a better image of my character in my head it still took me several tried before things started to become more consistent.
She's still very simple design-wise. I mentioned last time that I really wanted to keep the design conservative so that I could really focus more on building my skills instead of spending time making everything really complex. My professor pointed out that something I should really work on is trying to make a unique profile for her so that she's more identifiable. While I was purposefully being conservative, I think my professor was bring up a really important issue. Right now she doesn't really stand out at all, and if I can find a way to change that while still keeping her simple I think it would
I spent a lot of time playing around with hair styles. I knew I wanted her to be a more butch and serious looking female, but being a girl myself, I know how many different things can be down with hair. There is no such thing as just "short hair," there are hundreds of different styles and types of short hair. But there are ways to limit options, luckily, and since I wanted her to feel more professional and serious and it was pretty clear that anything too wild or messy would send the opposite message. Not only is she a professional, but she's also very rational. I decided she's the type to keep her hair short not because it looks good but because it keeps it from interfering with her work as a soldier. really help.
With all of this in mind, I've decided to go with hair style number 2. My second choice would be number 6. I'm going to begin modeling her today so I should have more to share next time.
Now on to rendering! I finished my last project. It's not too different from the image I posted last week, but the lights are better and there's some AO in the picture too. It's still not the most exciting thing I've ever done, but it's not too bad.
I've also begun my second project for rendering in which we have to make an image using only procedural shaders. I decided I really wanted to challenge myself for this one, and boy did I pick a challenge. I decided to make a gold fish, which doesn't sound too bad but if you've ever had to make scales using procedural texturing then you'd know it's no picnic.
It took me three hours to get just the shape of the scales alone. It took me a while but I finally managed to get the shape using just ramps. I then added a bump map, color, incandescence, and some other attributes. In the end I used mostly ramps for a good portion of the entire shader.
The next challenge was getting the texture for the fins, particularly the tail since the lines need to follow along the split "Y" shape of the tail.
They're still not perfect, but I need to work on finishing the rest of the scene and the eye before I play with them some more. It's due on Tuesday, so I should have a finished image to share next week.
Before I go, remember the doctor concept I created in my post The Doctor is In? Well I'll be using him for my next rendering assignment, so make sure to check back to find out how he turns out!
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