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ShoulderTopology. Topology Pages CategoryTopology pages: Topology Examples "Here's the topology I've developed that I use for chest, back, and shoulder deformation ... It's built primarily for good deformation, but its a bear to unwrap. " Image by 'Buzzy' Bendy straw, edge flow hybrid solution. Arm raised above the reference pose using a clavicle rather than shoulder rotation. Images by 'claydough' CategoryTopology CategoryAnimation. Tutorial: Hard Surface Texture Painting. Johan Steen - 3D Portfolio, CG Artist. High-Pass Texture Tiling : Adobe Photoshop Tutorial. Andrew Whitehurst . Net. The Old Fashioned Approach Matching lighting which is part of a photographed background is a staple art of Technical Directors and FX artists.

Whilst techniques such as using ambient occlusion and HDRI are now commonplace in visual effects production it's worth knowing how to tackle this problem when such tools are not available. The "traditional" way of matching lighting in a photographed plate is an art more than a science and hopefully the techniques I present here will merely begin to get you thinking along the right lines when you have to tackle such an assignment. It will take a lot of practice to be able to convincingly match real world lighting. OK, so how do we tackle this problem? Scene black levels Film and video seldom represent true black in their images.

Ambient light lifts the blacks Here is a render showing the ambient light's contribution to the scene. Key light direction Key light colour Key light pass Here is the render of the key light's contribution to the scene. Creación de una rueda: llanta y cubierta. Creación de una rueda: llanta y cubierta Vamos a ver cómo modelar una rueda de automóvil utilizando subdivisión de superficies.

La verdad es que si escarbáis un poquito por internet seguro que encontráis un montón de tutoriales que nos enseñan cómo hacerlo… Pero en fin, como hace poco tiempo me tocó modelar una de éstas para un cliente, he pensado que la metodología que utilicé quizá pueda servir de ayuda a alguno de vosotros. Después de hacer un bocetillo en un papel con el aspecto general que necesito me lanzo a general unos perfiles que me sirvan de referencia.

En este caso me es muy útil utilizar instancias (ya sabéis: unas copias “vivas” de un objeto, de tal modo que al actualizar el original se actualizan las copias). Fijaos que con sólo crear un sector enseguida podemos resolver el resto con las instancias radiales. Ahora creo todos los polígonos que definen uno de los radios. Making of Varga. This tutorial is dedicated to AREA community. 1.Intro2.Game modeling workflows3.Tools used4.Workflow used for Varga 5.Final model You could also check the first part of this tutorial : Varga hair tutorial (low poly game character hair) This is not a step by step tutorial.I will summarize the workflow i used for one of my characters with lots of images and some print-screens directly from the applications used ( maya/mudbox/photoshop etc ...), also in the end i will provide some info about tangent space normal maps so you could think of this tutorial as mainly normal mapping related stuff.

Tip:whenever you see a hand cursor while hovering over an image you can click on it to see a high rez version of the image , like in the image below :) 1.Intro This character is my entry for Dominance War II competition ( www.dominancewar.com ). I will start by showing you the final files sent to the competition to give you an idea about the direction this tutorial is going. concept sheet : texture sheet :

Welcome ‹ Francisco Cortina. // 3DTotal.com - CG artists homepage with fresh CG industry news //