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Art Update Catch Up June 2017

Going to do a bit of an art dump here, as I haven’t been too great on keeping up with posting here…

If you would like to keep up to date more frequently, check out my facebook, instagram and twitter pages linked at the bottom of the post :) :) :)


This first illustration is one I finally finished for my other half for our anniversary last year. A little ode to our year that was 2016.
Our first overseas trip to Japan and also the big interstate move to Melbourne.

This next one is taking what I learnt with the last post in zbrush and attempting to try pushing those techniques further. Also had a go at concepting on the fly with this one, however I think I will stick to a 2d sketch first before hand to save time.

 

 

Here is some interior concept art for a personal VR project I am creating. The space man is also apart of this. Expect to see more of this in the future ;)

This is my current work in progress, using zspeheres and then skinning to model the trees pictured above. I need to find a better way to do the runes on the trunk of the tree. Will also be doing each tree individually to keep variation between each tree :)

 

 

 


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First Z Brush Sculpt

Time to move on from this little lady, let’s just agree hair isn’t my strong point! lol

Feeling much more confident about using Z Brush now to actually make something!

Modeled in Z Brush using a wacom Intuos pro 4

 

Learning Z brush

Trying to teach myself zbrush… It’s been this program that seemed quite difficult in my head… until now.
Working through the Steve James tuts on zbrush core and this is the base bust I came up with at the end of the first video.

base_bust_final_front base_bust_final_side



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Graduating Student Reel 2015

Student Reel 2015 from Lisa Gane on Vimeo.

Sorry for being so quiet lately I really needed to put my head down and finish this year off so I could graduate.

So here it is my graduating student reel.

Still a lot to learn but that will come with practice and time.

Enjoy :) 

Show Reel Asset Progress

Progress on my wolf model for show reel.

Base model was made in Maya, taken into Zbrush and Decimated to get the geometric look. Rendered in Arnold Renderer.

Rig and posing to come and possible tweaks to the shape of the face and ears.

wolfProgress_002

Base model;

wolfProgressBase006

Show Reel Character Concept

In the next 6 months, you will see this guy come to life.

Been a bit hesitant to reveil anything for my showreel before its completion… However this can’t hurt. Concept character for my storyreel, still needs some orthographic views done but before he is modelled the environment will be the main focus

Stay tuned.

familiar_cleanup_001

Shader Portfolio – Unbiased Vs. Biased Rendering

Biased Vs Unbiased Rendering

Biased: Gives the user complete control over how the renderer interprets the scene. This means calculations for Spectacularity, Global illumination, Final gather, Shadows etc. have to be manually entered by the user and are a result of how the user feels the lighting interacts with the objects within the scene. This doesn’t always mean that the users interpretation of how the light interacts is physically correct, this can take a lot of finessing and if not done in the correct order, can quickly look “wrong”. Renderers such as Mental Ray, Vray and Renderman are known as biased renderers.

Unbiased: Is the opposite of a Biased, meaning that the renderer is in control of calculations. By doing it this way the renderer can create physically correct renders with minimal work for the user, who is in control of noise clean up and the amount of bounces in Diffuse and Refraction. This offers more control and less room for error with calculations. Renderers such as Arnold are unbiased and are increasing in use within the film industry due to their speed and render quality.

The pro’s and con’s of each render type can be broken down;

Biased
Pro’s; More control, faster render speeds, ability to choose quality of work also the user can predict possible render times, render times can go from seconds to minutes depending on global illumination and final gather photons as well as light quality and the amount of objects within the scene, better for use with hard caustics.
Con’s; Less ability to achieve realism and this isn’t dependent on how much quality the render has, but how the render handles information. However it can still produce quality renders.

Unbiased
Pro’s; Physically correct, realistic, less work for the user meaning some adjustments regarding camera and scene clean up and real time updates using the IPR render option, better at soft caustics.
Con’s; The render is never actually done, render times can be unpredictable and the overall quality cannot be chosen.

Reference: http://basic3dtraining.com/whats-the-difference-between-biased-and-unbiased-render-engine/