3D Illustration

Vehicle: The Lamb

Topic: Mary had a little lamb
Theme: Steam-punk
Poly count: 5000 tris
Software used: Autodesk Maya & Photoshop

Work flow:
  1. First I drew concept arts of how I want to portray the vehicle design with my group.
  2. Once its approved in my team and the supervisors, I worked on the profile of the vehicle design.
  3.  With the profile (front, side view), the 3D model of the vehicle was made as close to the design.
  4. This model has 4 maps (texture, bump, specular & diffuse), only the texture map was done in Photoshop, the other maps are produced through another software called Bit2Map.
  5. For the rendered image, I placed 2 directional light.
Texture resolution: 1024 X 1024 pixel
Texture map, Ambient occlusion map, bump map & specular map
3/4 views (Front & back)
with Wire frame 

Environment Visualisation

Topic: Venice
Theme: Futuristic
Software used: Autodesk Maya & Photoshop

Work flow:
  1. 1/3 of the time I spent doing the details and composition in Maya.
  2. Things like the sea are textured by putting ocean shader (saves time)
  3. After all the 3D assets are done, I went finding textures to get the colours in the scene. 
  4. I used soft brush to add in the atmosphere, we adjustment on the opacity too.
  5. The sea is also improved by putting in gradient of sea colours.

Monster

Software used: Zbrush
Equipment used: Wacom Tablet
Poly count: 6.4 Mil 


Monster

Software used: Zbrush
Equipment used: Wacom Tablet
Poly count: 6.4 Mil 
Objective of the assignment was to observe and construct the character
as close as possible to the reference picture given.
Areas like the back weren't shown in the reference,
so I searched for back muscle references.

Semi - Realistic Mario (Body with Full Attire)

Topic: Mario
Theme: Semi-realistic
Poly count: 1.38 mil

Compared to the Monster above, the improvement was on the polycount. 
Putting as much details within the 1.38 mil polycount. 

Semi - Realistic Mario (Naked Body)

Steps of constructing the naked body of Mario in Zbrush:
  1. Use Z-Sphere to construct the basic shape of the whole body (including the fingers)
  2. Use move tool to further define the shapes to a human figure.
  3. When the subdivisions are high, I start to use "Clay Buildup" brush to add in details. *I do smooth the mesh almost every time after doing anything to the object (move, add in clay, etc.)

Semi - Realistic Mario (Body with Full Attire)

The clothing for Mario is all made out by extracting the shapes of the attires from the body.
Once I am done with the clothing and body. I duplicate all the layers once.
FYI all the mesh are in high resolution. I duplicate all the mesh once. (Later I will explain)
I used ZRemesher to drop the resolution of every assets on this character.
Once the objects has gone through ZRemesher are then project (baked)
with the original high resolution mesh.

Textured Semi - Realistic Mario (Body with Full Attire)

I used spotlight and images to paint in the textures, the skin was
painted using the spray brush. And I used lazy mouse to paint places
that are quite difficult to paint precisely. 


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3D Illustration

Vehicle: The Lamb

Topic: Mary had a little lamb
Theme: Steam-punk
Poly count: 5000 tris
Software used: Autodesk Maya & Photoshop

Work flow:
  1. First I drew concept arts of how I want to portray the vehicle design with my group.
  2. Once its approved in my team and the supervisors, I worked on the profile of the vehicle design.
  3.  With the profile (front, side view), the 3D model of the vehicle was made as close to the design.
  4. This model has 4 maps (texture, bump, specular & diffuse), only the texture map was done in Photoshop, the other maps are produced through another software called Bit2Map.
  5. For the rendered image, I placed 2 directional light.
Texture resolution: 1024 X 1024 pixel
Texture map, Ambient occlusion map, bump map & specular map
3/4 views (Front & back)
with Wire frame 

Environment Visualisation

Topic: Venice
Theme: Futuristic
Software used: Autodesk Maya & Photoshop

Work flow:
  1. 1/3 of the time I spent doing the details and composition in Maya.
  2. Things like the sea are textured by putting ocean shader (saves time)
  3. After all the 3D assets are done, I went finding textures to get the colours in the scene. 
  4. I used soft brush to add in the atmosphere, we adjustment on the opacity too.
  5. The sea is also improved by putting in gradient of sea colours.

Monster

Software used: Zbrush
Equipment used: Wacom Tablet
Poly count: 6.4 Mil 


Monster

Software used: Zbrush
Equipment used: Wacom Tablet
Poly count: 6.4 Mil 
Objective of the assignment was to observe and construct the character
as close as possible to the reference picture given.
Areas like the back weren't shown in the reference,
so I searched for back muscle references.

Semi - Realistic Mario (Body with Full Attire)

Topic: Mario
Theme: Semi-realistic
Poly count: 1.38 mil

Compared to the Monster above, the improvement was on the polycount. 
Putting as much details within the 1.38 mil polycount. 

Semi - Realistic Mario (Naked Body)

Steps of constructing the naked body of Mario in Zbrush:
  1. Use Z-Sphere to construct the basic shape of the whole body (including the fingers)
  2. Use move tool to further define the shapes to a human figure.
  3. When the subdivisions are high, I start to use "Clay Buildup" brush to add in details. *I do smooth the mesh almost every time after doing anything to the object (move, add in clay, etc.)

Semi - Realistic Mario (Body with Full Attire)

The clothing for Mario is all made out by extracting the shapes of the attires from the body.
Once I am done with the clothing and body. I duplicate all the layers once.
FYI all the mesh are in high resolution. I duplicate all the mesh once. (Later I will explain)
I used ZRemesher to drop the resolution of every assets on this character.
Once the objects has gone through ZRemesher are then project (baked)
with the original high resolution mesh.

Textured Semi - Realistic Mario (Body with Full Attire)

I used spotlight and images to paint in the textures, the skin was
painted using the spray brush. And I used lazy mouse to paint places
that are quite difficult to paint precisely. 


No comments:

Post a Comment