Author Archives: ricky
The end is near, and i had a great day of compositing today, i realized that i must practise that more. For now i´m currently tweaking in Premiere pro, during the night i rendered 2 passes, Z-depht and the character itself … Continue reading
Update on the monster, subsurface and animation tweaking, currently i´m test rendering the whole shot.
In the past days ive encountered many small problems that have become huge problems. The first big problem i faced was that my displacementmap did not work, it was kind of locked, and i couldnt re-assign it or do the process … Continue reading
The mudbox sculpting has been a blast! but i had some problems with the displacement and normalmaps for my monster in Maya. The soft spots/ bulging areas became edgy and too crisp so i did a little research to find out many … Continue reading
I wasnt happy with the design so i re-designed the monster, and i´ve started fresh with the sculpting process. The city is done and the rig for the monster is done, so i´m pretty happy. The sculpting should take 1 … Continue reading
This week i´ve been busy with monster retopo, and research about edgeflow for animation. I found very much information about edgeflow basemesh topology on different 3D forums such as CGsociety, creative and many more sites/forums. The program i use for my … Continue reading
The state of my scene.
This week i´m going to work on my retopolization of the monster basemesh, i´m not pleased with how the edgeflow turned out. I have also started to sculpt horns in mudbox. The workflow is going pretty smooth and i´m not behind the timeplan. I´ve … Continue reading
Rendered shot with only textures and lighting, no normalmaps, ambient color and such on.