Painting…progression of a painting tonight, still obviously work in progress… just decided to start with a very thin layer of oil, then impasto or whatever over that, which made things very smooth. I have to remember to start with 1) composition (lines) 2) lights and darks 3) ??? 4) fuck around with a bunch of color ideas and mess everything up 5) come back around and play more with lights and darks (2) but then focusing on COLOR 6) Color 7) lights and darks 8) composition (lines) 9) wait for it to dry and then likely go dry scrubbing
Daily Sculpt 6/3
Begin of hair sculpt
Just a start, as I've never tried to sculpt hair before. I'm going for a sculptural look, definitely not for photorealism, or I would have used fibermesh. It needs to be refined a great deal - too tube-like, and haven't gotten to the finer details yet.
Begin of a sculpt
Up to 9 million polygons on this sculpt. Has been one of my main projects this weekend, replicating a style I was working on years ago in earnest.
Oh I'm sleeping great thanks for asking. :P
Just a scene I created while winding down from a day. Why the fuck not.
Forays into the Vrayz
Test Render of a room I modeled from scratched. No Post, just vray lighting and rendering experiments as I try to perfect the lighting arrangements and texture stuff.
Skull I sculpted today
To see how far I can push sculpting in C4D... I plan to put some alpha stamp textures on it next.
MOre tests with different lighting studios
Test Render
Only a few items textured, so most are just gray naked polygons. Created the visor glass as well.
Coming along...
The camera I'm using is a very high focal length so that's why it looks so skinny with this camera, but it's coming along. I need to wrap a bunch of the "helmet accessories" properly around the helmet, but I'm still needing to shape the helmet a little better. The texture material I'm using for the helmet is the Danel Shader, which lends pretty perfectly to the helmet material, I think. Now on to wrapping some tubes around it, which will be simple Sweeps of some splines.
It's kind of incredible how annoying modeling something with mechanical functionality is. I thought I'd be able to "fake" the helmet latches and hinges, but you can't. I decided to model the hinges completely "real to life" of the real cosmonaut helmet.
Got sick of trying to render hair
... so I decided I'd work on a cosmonaut helmet instead and put the girl in that for now. Especially since I've had several ideas regarding this for quite some time.
Hair in Cinema 4d
Is driving me absolutely crazy. It renders out differently than it looks in the panel view, you click off of one thing and the hair dissapears, you click on something else the hair looks entirely differently, and at one point it shows the modifications I made with brush and scissors and the next moment it does not. Either this is extremely buggy or I'm missing something.
EDIT: I think I know why it wasn't working. I was pushing the hair strands around in points mode, opposed to tips... and pushing things around with the brush and cutting seems to ONLY work for me when I'm using Tips opposed to points mode. I haven't tried messing with roots yet.
Messing with checkerboard test to see how drastic distortion is
Custom Flesh Splotches a must
Creating this on a multiply layer using two spongey, porous brushes for brush and erasor.
LETS COLOR!!!
I'm now in the process of multilayering skin textures in Photoshop. This example has only a few so far, with my UV mesh on top as reference to see where stuff goes. I'm very rusty in Photoshop, and honestly feel tempted to go into After Effects and use Mattes opposed to learning the intricacies of masks again, but right now it's all about creating seamless patterns of textures and multiplying them on top of each other and now I'm going to do some color layers to give it some life.
Face Modeled and then Sculpted for practice
Started with this ugly thing after modeling it together:
Ended up with this have a few hours trying my hand at C4D sculpting:
Showing you that even with a nasty looking original model, you can sculpt something out resembling a... well, elf I guess... with a little pushing around of polygons. Mainly used Grab and Pinch and always, always smoothing out after making something a little too drastic. Push and Pull.
The basis for this model was on a sketch I made earlier, which is the style I'm planning to continue moving forward with --
Unwrapping my first UV Mesh
Thoughts from first attempt at a face unwrap -
This tutorial really helped - https://www.youtube.com/watch?v=jIhZ10TOLtI
3 selections, edge, point, and polygon faces, then creating a material, tagging to Generate UV Map, then Showing UV mesh, projection Frontal then relaxing with ABF with Pin Point Selection and Cut Selected Edges turned ON, Relax UV Pin Border Points and Pin to Neighbors off. It has the proper split at the scalp. Here's my first one without manually pushing points around, and I'm already very happy with the result: