Weekly Update 05

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

More Fur

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.

So I probably won’t be making another post about Virgil. You might see a little bit here and there but that will be about it.

Clothing Part 2 Texturing

So last week was the sculpting and beginning of the topology process. I have been continuing that and again delving into Houdini’s Fur module. As i stated last week, blocking out was done in Zbrush (Dynamesh), topology was done in Topogun with Texturing done in 3D-Coat. UV’s were done in uvLayout and rendering in Houdini’s Mantra (Physically based Rendering).

The hoodie is made from 3 x 4k textures. Created from scratch in Photoshop. I obviously added some stains and wear/tear to help sell this guy is homeless. The shader for it is custom and allows for any color to be changed on the fly. Trousers are from 2 x 4k textures but not as flexible.

So I probably won’t be making another post about Virgil. You might see a little bit here and there but that will be about it.

Weekly Update 05

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