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Posted: Mon Jan 07, 2008 9:31 am
Long time I didn't post anything.
I found some nice eastern puppets reference images, so I decided to make something out of them.
Here's a quite early stage, the materials are not defined yet (this is just a quick uniform colormap), nor the background or the lighting.
The ground was made thanks to blender's displace modifier.
Posted: Mon Jan 07, 2008 9:43 am
very nice, already
can't wait, what you'll conjure out of this
Posted: Mon Jan 07, 2008 10:35 am
Glad you are back Dr.
loved your previous puppet renderings! will love this one for sure too
This Blender Displacement thing seems great, the option to have a second displacement stage after applying the first displacement to go to a 3D displacement from the previous 2D displacement,
is simply something I miss in C4D
Posted: Mon Jan 07, 2008 10:42 am
It's simply controlled by a modifier stack
Posted: Mon Jan 07, 2008 11:23 am
Ha Docteur. Good to have you back. As Kram said, looking great already. Could be a finished pic. How many polys on that displacement. Looking pretty sweet!!!
Posted: Mon Jan 07, 2008 11:54 pm
@Zomb : I don't know how C4D displacement work, but provided it's a modifier just apply it twice, as kram said.
@BbB : The basic tileable plane is split in four parts (to prevent memory errors), and each part has 16000 vertices. Not that much, but combined with a bum map the result is good.
Well, it's far from being finished, Got to finish that one, than its fellows are on the way.
Posted: Tue Jan 08, 2008 12:09 am
It looks much nicer than it should at 16,000 vertices. Are you using the same map for displacement and bump or do you have a custom disp map?
Posted: Tue Jan 08, 2008 8:24 am
cool, great style!
Posted: Tue Jan 08, 2008 9:34 am
small update : worked on materials.
It's supposed to look like porcelain with painting on it. In real life there's a subtle watercolor effect really hard to achieve.
For the moment I'll call materials "finished", maybe I will add more bumps and scratchs later.
Well that first one is amlost finished, others fellas are on the way.
@BbB : displacement map was hand-made starting from a bump map, I can PM you the file in case you want to have a look.
I try to avoid polycount as much as possible with displaced meshes, otherwise exporting takes aaaaaaages.
Posted: Tue Jan 08, 2008 9:38 am
The arms also need a texture
Posted: Tue Jan 08, 2008 9:57 am
can u show us the BlenderModell in Wire-Shaded and Texutred Mode...
I would be very intrested in the Texture and the Modell !
btw: amazing work ! intrested to see it with scatches and bumpmaps...
Posted: Tue Jan 08, 2008 10:15 am
here you go, the model is quite simple though.
Posted: Tue Jan 08, 2008 10:19 am
yea, you're right.
But the Materialz and Textures are amazing !!
Posted: Tue Jan 08, 2008 10:35 am
Cheers Dr. Looking very good. It wld be great to see your maps.
For this kind of mat you might want to try and merge twice the same material with slightly different IOR and Exponent.
I was trying to do such a coated material recently and this is what I did, though it was by no means perfect:
http://www.indigorenderer.com/joomla/fo ... c&start=15
Posted: Tue Jan 08, 2008 10:54 am
Thanks for the tip BbB, I will try that.
I looked at pictures of porcelain sculptures carefully, and it seems there's a veeery subtle sss effect.
So I tried to put the entire model in a "skin" (a sss medium), and the result looks quite nice, though it takes ages to clear.
PS : BbB, do you mean uniform blend or with a map ?