I get the first price for the december CGarena Contest '3D Mascot Design for CGArena'.
I made some snowboard Design for the 2010 Winter. let surf them :)
If your interested of this design for your board, mail me!
The result of my render passes studies in Zbrush. I hope you like it.
This this the result of the first Zbrush try too. I export differents passes to Photohop direct from Zbrush. Nice option and really speed workflow. I get the Tipp from the book "ZBrush Character Creation: Advanced Digital Sculpting" from Scott Spencer. Scott Patton get this way, first.
Here are the render passes for Ulf:
...and the details of the Photoshop file:
I had fun with Zbrush again. I hope you like my new little sweet character.
Here the first results of retopology and polypainting:
Ulf the mole - Zbrush from David Le Cardinal on Vimeo.
I complete my 360° Panorama (show here). Now I use it for a new 3D Visualisation. The first Try can you see here. I was not really satisfied. So I split the rendering into several passes. So I get what I want with mental Ray in one rendering: Beauty, Matte, AO, Z-Depth, shadows and reflections. First, the final version with color correction in Photoshop.
Following, the different passes used:
Z-Depth (corrected in Photoshop)
Shadows Pass
Reflections Pass
Ambient Occlusion Pass
Matte pass
Summer time...
This is 3x speed shots on sand.
Panasonic DMC-LX2 - f/4.5 - 1/1000 - ISO 100


more photos on flickr
[Edit] ok here is the solution for the white spots:
The problem come from the photometric light as plane. The specular IS the problem.
- turn off specular on those lights
- create Omni lights for only the specular, and align to the photometric lights.
- adjust intensity, color as you want. That's it!
thanks for djulio74 on the french 3d-Station forum.
and the result:

Mental Ray and materials test. I used 3 photometric lights (plane) with mr-photograph exposure. There is 2 pass (beauty+occlusion) + z-pass (for the lens-blur effect) combined in Photoshop. Knows someone how I get out the white spots on the metal and glass shader?




