
So, I've had another 3D project (...I should stop getting new ideas....) up in the works for a while now. So far, It is just the head and Materials Experiment. This also is my fourth attempt at an human.
Attempts:
First:.... a horrible mish mash back 7 years ago -http://m4771.deviantart.com/art/Santa-26794765
Second: around 2 years, experimenting with blender sculpting - http://img.photobucket.com/albums/v.....M4771/faun.jpg
Third: recent being an attempt at a self portrait at the start of this year. https://plus.google.com/104186341322936961114/
I've been wanting to do a experimental render that would play around with a alot of the feature in Blender and Sculptris.
So Far the result is the following:
The model it self consists of 1244 polygons, Originally retopoed over a highres version created in sculptris.
It now uses a subsurface modifier and has a normal map created by re-detailing (and not using the highres version in sculptris) ( Head 4 ). It currently has a very basic Pore / skin texture, as I'm still thinking of doing some more revising of the head (I am not happy with the ears, and the nose is a tad bit too blocky now. There flow of polygons going towards the mouth is also too much )
This project would test my abilities with blender, as Id have to create a Human character to cover Materials/SS/Fur, dressed in earthly garb for cloth/Simulation and maybe even volumetric simulation for the environment. In finalized form It should be an interesting scene experiment and to see what one could do with blender. In the end, even if I cannot get the scene to work out, part of the scene model would later on be converted into a 3D print: Which then would then extend to experiment in painting models.
Head 1: Sculptris version rendered in Cycles, something of 160k~ polygons.
Head 2: Retopoed and Normal mapped along with Subsurface Scattering in Blender Render, Pore Mapping V1, 4 Lights. Control model: ~2000 polygons
Head 3: Revised Topography, Pore Mapping V2, Leather Base Mapping, Color Base Mapping in Blender Render. 2 Lights, Control model: ~1600 polygons
Head 4: Revised Eyelids over placeholder eyeballs, Revised Material mixing in Blender Render. Three Lights. Control model: 1644
Attempts:
First:.... a horrible mish mash back 7 years ago -http://m4771.deviantart.com/art/Santa-26794765
Second: around 2 years, experimenting with blender sculpting - http://img.photobucket.com/albums/v.....M4771/faun.jpg
Third: recent being an attempt at a self portrait at the start of this year. https://plus.google.com/104186341322936961114/
I've been wanting to do a experimental render that would play around with a alot of the feature in Blender and Sculptris.
So Far the result is the following:
The model it self consists of 1244 polygons, Originally retopoed over a highres version created in sculptris.
It now uses a subsurface modifier and has a normal map created by re-detailing (and not using the highres version in sculptris) ( Head 4 ). It currently has a very basic Pore / skin texture, as I'm still thinking of doing some more revising of the head (I am not happy with the ears, and the nose is a tad bit too blocky now. There flow of polygons going towards the mouth is also too much )
This project would test my abilities with blender, as Id have to create a Human character to cover Materials/SS/Fur, dressed in earthly garb for cloth/Simulation and maybe even volumetric simulation for the environment. In finalized form It should be an interesting scene experiment and to see what one could do with blender. In the end, even if I cannot get the scene to work out, part of the scene model would later on be converted into a 3D print: Which then would then extend to experiment in painting models.
Head 1: Sculptris version rendered in Cycles, something of 160k~ polygons.
Head 2: Retopoed and Normal mapped along with Subsurface Scattering in Blender Render, Pore Mapping V1, 4 Lights. Control model: ~2000 polygons
Head 3: Revised Topography, Pore Mapping V2, Leather Base Mapping, Color Base Mapping in Blender Render. 2 Lights, Control model: ~1600 polygons
Head 4: Revised Eyelids over placeholder eyeballs, Revised Material mixing in Blender Render. Three Lights. Control model: 1644
Category Artwork (Digital) / Human
Species Unspecified / Any
Size 1280 x 415px
File Size 47.9 kB
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