Showing posts with label WIP: 3D Stills. Show all posts
Showing posts with label WIP: 3D Stills. Show all posts

Friday, November 19, 2010

I started for a couple of day a new character: "Bob Fisher".
He's for small Kids, must looking cute, neat, pretty, likable,... He will get more tools and details (fish, fishing rod, ...)

It's the first concept modeling. I readjust the topo first and model it again, finer.
Thanks for your comments and suggestions.



10.11.2010 update: start of the retopology
I tested for this, the software 3D coat (trial, www.3d-coat.com) and his auto-retopo function. Great for a start, but I decided to do everything directly in Zbrush. I get more control for the finger.



TIP: Change the opacity of the mesh when "retopoing":
In Preferences/Draw change the Front Opacity slider to 1.


here the official where i found the answers
http://www.zbrushcentral.com/showthread.php?t=93502

Here an update of the retopology, comments are welcomed. I don't do it everyday.
For the legs, I'm not sure yet of their form/design... may be more like the arms...



19.11.2010: starting polypaint
I've finished the retopology and play with UVmaster. Everytime is this plug-in a real pleasure. 3min max and you get your result.
Underwear are not sculpted yet, I quickly paint them as preview.
Do you know what is the bright area under the cap? (Zbrush, best rendering with GI)



small update with some fish:


18.12.2010: All in 3ds max.
I export my Zbrush Object to max (thanks goz and multimap exporter)
The sss was my big research in the web... but I lost the good link... but I will post about "great parameters for realistic skin" or search again. Of course in my case, it doesn't matter a lot :)

About the scene: one mr daylight system, Photo
a lot of Arch&Design materials, one sss+disp for the skin

I tested the mrproxies for the trees, here the post about it: link

The ground is not finished, it's the reason why it's only white :) to be continued



22.12.2010: Today, grass and stone and some more elements. In white are notices of what i have to do now :)


Forum links (stand 22.12.2010):
zbrushcentral.com (1603 views - 1 comment)
3dtotal.com (462 views - 2 comments) (-text verification)
cgsociety.org (490 views - 1 comment)
cghub.com (304 views) (-image verification)
cgfeedback.com (258 views)
cgchannel.com (198 views)

Tuesday, September 21, 2010


woman_DAZ_02, originally uploaded by David Le Cardinal.

Quick test of rendering/lightning and sss shader.

Wednesday, March 3, 2010


Olbi sss test in mental ray, première mise en ligne par David Le Cardinal.

Here some sss test in mental ray and a quick color correction / matte painting in photoshop.

Thursday, February 25, 2010


Olbi update UV Master, première mise en ligne par David Le Cardinal.

I tested the new Plug-in for Zbrush: UV Master... really simple to use, efficient. nice thing, try it!

Color Correction + Ambient Occlusion in Photoshop


Olbi Workflow Zbrush to max, première mise en ligne par David Le Cardinal.

I did it quickly last evening to test the Workflow between Zbrush and 3ds Max. Of course it's not a lot detailled, eyes and mouth need more work but it was not my goal for yesterday.

here the Process I've done it:
- First Zsphere in Zbrush
- Zsketch of it
- Make a Polymesh of it and start sculpting
- Add some Subdivs (in this case 4 Subdivs/ 500,000 ActivePoints) and sculpt everytime a little bit more fine
- UV in Zbrush automatic UV packed
- Polypainting
- Export a low level (the first or the second. In this case it was about 30,000 ActivePoints) Obj-File
- Export a Normal map / Texture map
- Go to Max, import the Obj Model
- add Normal Bump and diffuse to it (Swap the UV Tiles to -1.0)
- Have fun with mental ray and lighting

I use the Gomax script later. It works great, but crashed for directx shader of my old Laptop.... Otherwise this script is amazing.

I'm not a Profi for this Workflow... but it's worked great. If someone get something better... please tell me where I'm wrong :)

Tuesday, September 22, 2009

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

Thursday, May 28, 2009



My house get continued. I made the bath (funny it was my first Bath in 3D... hate standard exercise :). I split the render in 4 part with this macroscript (don't forget to fridge the final gather). I change a little the script from the original that it's started with DIN A4. The Original Script can you find by Zap's mental ray tips.

I compose the two rendering in Photoshop for color correction and add an ambient occlusion pass. There is a good tutorial about ambient occlusion on 3DS Max Rendering.
C&C are welcomed.

Software: 3ds Max, Mental Ray, Photoshop
Links: forums.cgsociety.org - cghub.com - 3d-station-forum.com - deviantart.com

Saturday, April 4, 2009


The first image of the house in Friedberg. It's not finished. I just work on the kitchen, the rest come soon. I use max, mental ray, tweaky daylight system, one pass + one occlusion pass and of course everything assemble in Photoshop.
C&C are welcomed

Thursday, February 21, 2008

Hi, This the first pic on the new Blog :)

This pic is a WIP in 3dsmax, Mudbox and Mentalray.
Textures are not yet defined, it's only a test to show how it will be as final version. Sculpt is actually the big part of the work :)

Tuesday, February 19, 2008

Do you want some drink ?

A caustics-Test. The Liquid was done with standard 3dsmax particles system.

3ds max, mental ray