First off, if you want frequent-ish updates with no thought’s just images I have a tumblr account. Again it’s all images and no words if you are into that thing (I kinda like it).
So I have finally gotten around to working on that Dwarf character. I remember blocking it out in 2010. I have a habit of bringing old models back. Maybe I can’t stand folders of unfinished projects.
Here is what i have done so far. Mainly finish the design sculpt, retopology and UV’s. (Yes i will be doing a detailed breakdown later). I’m loving the new Hair shader that SideFX have not mentioned in their press release.
Next up is fine pore detailing, textures, clothes, eye’s, teeth and then onto rigging. I’m looking to take advantage of Houdini 14’s lovely speedy viewport.
I’m currently working on a custom blendshape deformer and a procedural eye asset.
Also I will be reorganizing a few things (mainly old posts/categorizing etc), I have changed much of the aesthetic of the blog and hope it is fast to load on all devices and easy to read.
Here is the final pose/scene of the Homeless character. I will shortly be rendering a video showing a breakdown. Though some of my custom assets within the shader are broken so i have to rebuild it. Oh well, thats how things go.
PBR SKin Shader
And these are some tests i did for Dany Bittel for his new PBR Skin shader. I think i will render the entire character with the shader. Check it out here. http://www.orbolt.com/asset/_danylyon::PBR_skin
So it’ been awhile. Almost a month.
My last post had a treat enclosed, this one however has a more of a sour note for those who follow this blog. Although that isn’t many, everyone counts. I have decided to cut down on the amount of posts I make as you can already tell. It was a good experiment to do weekly updates (3 months was a good run) but I either became a slave to them and I was going to be reaching that point of quantity over quality. So from here on in, no more weekly updates. Just updates when it feels right with the right amount of content. At the very least Iwill try to keep it at one post a month but even I feel that might be a bit low so we will see how it goes from here on in, no more set deadlines for sure.
Final (Low Rez) Renders
The difference with this beard from the old one is it is control via custom sculpted guide curves (around 500). Not only is it easier to sculpt but also when it dealing with to penetrations. The curves were sculpted in Blender.
Render times kept to a minimum with the shadow volume technique that i described in my tutorial. The body hair, is pure PBR with no volume based shadows.
These pics are low rez but i am currently rendering HD turntables and camera moves, posing. Also i have been uploading all work-in-progress pictures of this character to my Google account so if you would like to view those images in the future you can do so from one place soon. It includes all images featured in the blog along with some others that have not been published.
Tutorials Response with Q/A
After the tutorial i posted i was very surprised at the response. I hope everyone who watched it gained something from it. I have decided to respond to the questions in this post, continue if you would like to see the questions and answers.
So it’s a little late i admit, but i have a treat for you.
So the past week has been interesting to say the least. Many XSI/SI users are looking for a new home. It seems Houdini looks like a viable choice for many and not only are the odforce and SESI forums more active (although they already were to be honest), there has been a vocal response from a few SESI employees stating they want to help not just by setting up a forum but also in the package. Encouraging discussion on how to improve Houdini.
Not only that, but Houdini users are also welcoming this new crowd and doing their best to help them with the transition. I have even decided to join in that effort.
A user on od|force was asking how would one go about connecting guide curves into the Fur module in Houdini. I responded with this video.
Continue to see a the breakdown of chapters.
My weekly update is done but i will postpone it to post a bit of news that some have been expecting for some time. XSI is no more. I can’t say Im surprised as are XSI users but the reason i am posting this is not because i am a user but because it was a really important piece of software in the industry.
Earlier in the year of the acquisition Softimage announced ICE. An architecture that has completely changed the way SI was perceived and used.
Anyway im sure users more familiar with the software and the dealings will speak of it on forums/twitter/blogs etc but here is a little piece of history i thought you might like.
This is the moment right after Autodesk acquired Softimage, in a talk with Marc Petit and Marc Stevens.
It’s Monday, rise and shine!
So as you have probably noticed, things are a little different. There is nothing more i like than clean simple design but the white background of the site would burn into the back of my retinas when i would review a post or make a change. Hopefully you will welcome the change.
Speaking of change, i decided to go through the links section of the blog (on the right hand side). I have removed, edited all links now so check them out, there is a lot of good stuff there.
Hi ho readers. It’s that time again.
In a previous post I talked about experimenting with blendshapes. This was a test i did last night in Zbrush that i thought i would share. It was surprising easy once i read how to use the timeline features that were introduced in version 4R3? From the list of combinations i had about 30 or so FACS based poses to chose from, though i did leave some out.
So keen viewers might have noticed that i skipped a week. So here is something to make up for the missed post.
A generic female
So this is a character i did last year that i probably wont return to. I haven’t found a good use for her but who knows what will come of it. For now it will remain on my hard drive. Hopefully you will enjoy the timelapse of me blocking the model out.
So this post is obviously long overdue (a week pretty much). Reason being is i want to finish the work not just deliver images. It could happen again so i have decided to write some stock posts should things overrun. Anyway its Month 2 of my weekly posts. Lets keep on going
The robe which is obviously the star is the highest amount of fur i have ever used. Much like the beard i generated a shadow volume so the actual fur isn’t being raytraced for shadows as that would take forever. Everything else is done with point attributes. I’m debating whether i should play around with the staining of it. And im not so happy about the eyes :(. I kind of want to move on.