Cycles + Internal Test

  Made a test from  Bassam’s tutorial on using cycles and internal together. The result is not terrible, but not perfect. Used another model cause cycles crashes during render (too many objects) and doesn’t work with multiple UV layers like internal does.  Cycles is good to use but it has a lot of limits so […]

 

Made a test from  Bassam’s tutorial on using cycles and internal together. The result is not terrible, but not perfect. Used another model cause cycles crashes during render (too many objects) and doesn’t work with multiple UV layers like internal does.  Cycles is good to use but it has a lot of limits so far. 🙁    Not suitable for animation yet – too slow and crashes often.  Maybe for statics and interiors. Difficult to work with lights – it seems only be possible to change intensity. Internal also has problems with SSS : for instance, no shadows in ShadowPass. Anyway we won’t use cycles for characters yet, maybe for environments. Now to make some more tests! I’m looking forward for further developments in cycles.

Note from Bassam: If this is Dimetrii’s ‘not perfect’ result, I think his perfect one would give me a heart attack 🙂 brilliant as usual.

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Gilgamesh materials and textures

Наконец то я доделал текстуры и настроил материалы для Gilgamesh. Долго делал, было много проблем, которые не давали сосредоточиться на процессе. Пока выглядит не очень шикарно, но в общей сцене с композом и другим освещением будет что то другое. 🙂      Сейчас появилось время и можно заняться тестированием рендера Cycles+Internal. Неоднократно с Bassam мы […]

Наконец то я доделал текстуры и настроил материалы для Gilgamesh. Долго делал, было много проблем, которые не давали сосредоточиться на процессе. Пока выглядит не очень шикарно, но в общей сцене с композом и другим освещением будет что то другое. 🙂      Сейчас появилось время и можно заняться тестированием рендера Cycles+Internal. Неоднократно с Bassam мы говорили о вожможном использовании рендера Cycles в некоторых шотах. Будем мы его использовать или нет, незнаю. Всё зависит от тестов и от развития самого рендера. Думаю, сейчас он будет в быстрих темпах развиваться, Ñ‚.к. его собираются использовать в Mango. Результаты тестов обязательно выложу, посмотрим что получится. 🙂

           

 

 

 

 

 

 

 

 

 

 

At last I’ve finished textures and materials for Gilgamesh. Took a long time cause had a lot of personal problems and couldn’t concentrate.. it doesn’t look too awesome right now, but i think in the scene and with compose and right lightning should look different. 🙂 But I’ve got some time now and can start testing render cycles+internal. Several times we with Bassam talked about the possibility of using cycles in some shots. are we really going to use it or not – I don’t know. It all depends on the tests and the development of the renderer itself. I think it’s going to evolve fast because it will be used in Mango. Here we have some test renders.

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Background characters

Первие наброски второстепенных персонажеи. Они стилизованы под главного персонажа, что бы все выглядело четко.Пока толко скульптура, возмозно их будем переделывать. Так же в процессе другие персонажи. English: These are first drafts of secondary characters in subway station. They are stilyzed to match the main character. Only sculptures now so we may change them. Other characters […]

Первие наброски второстепенных персонажеи. Они стилизованы под главного персонажа, что бы все выглядело четко.Пока толко скульптура, возмозно их будем переделывать.
Так же в процессе другие персонажи.


English:

These are first drafts of secondary characters in subway station. They are stilyzed to match the main character. Only sculptures now so we may change them.
Other characters are under construction. Concepts are by Michael Kalinin, Modeling by me (Dimetrii). These characters will have only slight animation and simple rigs.

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hair, here hair

Hair is made using Blender particle hair, using 9 different particle systems for the different parts of the hair. The flower is a new idea in character design I’m trying to convince Bassam to go for, please vote in comments to keep the flower! The following is a turnaround test video to verify that Blender […]

Hair is made using Blender particle hair, using 9 different particle systems for the different parts of the hair. The flower is a new idea in character design I’m trying to convince Bassam to go for, please vote in comments to keep the flower!
The following is a turnaround test video to verify that Blender can render the hair without flickering. Good result! Maybe blender internal is not so bad after all 😉

Here is a still of the hair – click on it to enlarge:


Bye now! don’t forget to vote 😉

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Here hair, here

After a long battle with Blender, I came up with this hair using 9 particle systems (so far!) and using Curve-Guides to create the shape of the hair from the concept art: For animation we can rig the curves using joints to create overlap with the hair, and perhaps we might be able to use […]

After a long battle with Blender, I came up with this hair using 9 particle systems (so far!) and using Curve-Guides to create the shape of the hair from the concept art:

For animation we can rig the curves using joints to create overlap with the hair, and perhaps we might be able to use sim also. Here’s an OpenGL preview:

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