Going to do a bit of an art dump here, as I haven’t been too great on keeping up with posting here…
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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 :)
Follow along at:
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
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;
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.
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.