Posts Tagged ‘modo’

A small Innkeeper update

I just wanted to post a small update. I’ve had a very busy week so far, so there haven’t been so much time to work with this guy. But the modeling is starting to get in place. I need one more session with him and then the modeling should be more or less finished.

I have two more accessories left to model for him and some additional details to add to his body. I hope to be able to have that session this evening.

The Innkeeper - Work In Progress 2 - Side View

The Innkeeper - Work In Progress 2 - Front View

I make this project to improve my texturing skills, so I wanna spend the most time in that area. But I have also dedicated quite some time now to explore a new flow for my detailed modeling. I have experimented with a new method that I kinda am starting to like a lot.

LightWave 3D -> ZBrush -> Modo -> LightWave 3D.

My flow goes like this, I rough out the overall shapes I am looking for in LightWave, his body and his different pieces of clothing. Then I bring the meshes into ZBrush, one at a time, and start sketching and sculpting out the details, like wrinkles in the clothing. When I have something I am happy with, I export them out in hires into Modo. And there I rebuild the clothing from scratch again, using the hires mesh from ZBrush in the background. The Pen Tool in Modo in quad mode with a background constraint is just wonderful for this work of creating new topology on an existing mesh. So by doing it like this I get a pretty low polygon mesh, with an excellent flow of edgeloops with as much details as I can preserve modeled in, carefully laid out in Modo where I need them. And when I am done in Modo, the model goes back to LightWave to replace the first rough draft version.

Working Music: Beirut - Lon Gisland

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New Character Started - The Innkeeper

I have another new project in the pipeline. A personal project where I want to perfect some techniques of mine. Mainly in creating lots of details in the models while keeping the polygons to a very low amount. But also to some extent texture painting.

So here is the first quick draft of a character called The Innkeeper.

The Innkeeper - Work in Progress

This is mostly a rough draft of this character. I’ve modeled the actual body and head in LightWave to get the overall look and proportions where I want them, as well as blocking in his clothing. His robe is where I have started doing some more work.

I have got quite some details modeled into the robe, while still maintaining a very low polygon count, so I am relying on a very nice topology carefully placed where needed for the details while still having good edgeloops so it’s animation friendly.

I am using ZBrush to sketch out the details I want in his clothing to then bring the model into Modo to redo the topology exactly how I want it. Retopologizing can be a pain, but I find Modo’s tools quite quick and intuitive for this kind of work.

I’ll continue modeling this guy all day, so a new post will follow shortly with more details.

Working Music: My Spy vs Spy Remix Album (Around from an old project)

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Destrachan - Sculpting is finished

As Siggraph is this week, most companies in the industry have new exciting things to present or release. And yesterday was definitely Christmas for me. I was like a kid in a candy store with all the new toys I got. ZBrush 3.1 (Outstanding update!), Vue 6.5 and LightWave 9.3. So I kept myself pretty busy checking out all new features and fixes.

Anyway, my Destrachan project is progressing. I have finished the sculpting of this little guy, so I thought it was about time I posted a few renders.

Destrachan - Work in Progress - Render1

Destrachan - Work in Progress - Render2

Destrachan - Work in Progress - Render3

I had a few adventures before I perfected my pipeline on how to bring my ZBrush sculpts into my other 3D applications in the best way possible. The above renders are all done in Modo. I will do the final renders in LightWave 3D, and I had thought I should do the above in LightWave as well. As LightWave doesn’t have micro polygon displacements I ran into trouble with all the details in this character. The new APS in LightWave helped a bit but I simply couldn’t get all the details I had sculpted to show up in LightWave without running out of memory. LightWave do have pretty poor memory management when dealing with high quality displacements at the moment. I really hope LightWave 9.5 will bring micro polygon displacements so these things will be fixed once and for all.

So I decided to give Softimage|XSI a spin instead. It’s a very nice 3D application in many ways, and I really enjoy how well everything is integrated, the history stack, the powerful node system and all those things. But when coming to displacements it turned out to be even worse than LightWave. Can you imagine? It takes forever even to initialize the renderer when increasing the displacement quality in XSI. Being used to the snappy workflow in LightWave I just couldn’t take it. No XSI for me at the moment.

So for the renders above I ended up using Modo. With Modo it just works and it simply rocks with displacements. Modo didn’t even stop to think for a second when I added my high resolution displacement map and cranked up the quality. Without any real time difference Modo just rendered this guy out with all the details like a breeze. Amazing. If Modo just would have had animation, volumetrics, hair and nodes I would definitely use it as the backbone of my pipeline.

Anyway, as Modo doesn’t have those things at the moment, I had to work out another solution for my current and future projects. And luckily ZBrush 3.1 was released yesterday, where among other things the missing Normal Map exporter was added again. And boy, did that fix everything for me. Combining a displacement and a normal map in LightWave from ZBrush just gives me excellent results, with a very low rendering time. So now my pipeline is complete again. And after all experimenting the last few days I have found a very efficient workflow now I hope. We’ll see shortly.

Alright, to end this post, here is some screenshots from ZBrush of some of the different stages from the sculpting phase.

Destrachan - Work in Progress - ZBrush

Well, I just started painting this guy tonight, and that shouldn’t take to long, so I will probably have him painted shortly in a new post. And I’ll probably end it this project before hitting the final render in a scene with adding a basic animation rig. I mean, this guy needs to breath some life as well. Until next time…

Music Tonight: Slayradio

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Destrachan - The Sculpting is almost there

Let’s see, things are moving forward, so here is just a quick update. I’ve been working on finetuning my sculpting and get some finer details in place. Here is a render of where I am at the moment.

Destrachan - Work in Progress 4

I made the render above in Modo by taking my low resolution base mesh and exporting a displacement map from ZBrush of all the details I had sculpted.

I do all my sculpting using my Wacom Intuos 3 tablet. By using a pressure sensitive pen I get the exact control and the feeling of working with real clay as close as possible for a digital environment.

I think I am almost satisfied now. I have a little cleaning up left to do and some additional finer details to add, but not very much. Then the sculpting phase is over and I can move on to the next steps in making this guy come alive. I will post a couple of images from different angles as soon as the sculpting is completed, with some additional step by step images.

On a related note. I do record some of my sculpting sessions to video. And I am about to get my server space extended ten folded this summer as well as the bandwidth. So as soon as my space is upgraded I’ll start posting some video sessions in the blog now and then to go with my posts. And other than recording my sculpting sessions I’ll also be able to more sporadically post animation tests and so on. This will be fun!

And to end this post, I had a little mouse adventure. My trusty Logitech MX 610 Mouse died on me last night. The LMB was worn out, but it had served me well for over two years. And fortunately I don’t use my mouse while sculpting in ZBrush, I only use my Wacom tablet with the pen for that, I can’t see how one could sculpt with a mouse? But I do all my LightWave work with the mouse, so I would need a replacement immediately. Luckily, one of the nicest persons I know came by me this morning and dropped of a brand spanking new Logitech MX Revolution mouse as a replacement. Wonderful mouse, perhaps the best one I’ve ever had. Amazing precision and the grip is excellent. And lot’s of programmable buttons. I’ve already configured it for LightWave, like this;

Forward = Select Loop, Back = Drop Selection, Search = Single View On/Off, Thumb Wheel Forward = Expand Selection, Thumb Wheel Back = Contract Selection, Thumb Wheel Click = Expand All, Mouse Wheel Tilt Left = Hide Selection, Mouse Wheel Tilt Right = Unhide. Wonderful setup and gives a great boost to the workflow. I am in love with it already!

Working Music: Beirut - Gulag Orkestar

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A few 2007 updates

Already into February and I haven’t yet posted a blog entry in 2007. The two first months this year have been unbelievable hectic. I had to rearrange a lot of things and start planning how 2007 should work out for me. Anyway, the first blog post of the year is finally here.

artstorm manual - cover

The image above is the cover of my 2007 manual. For the curious, other than the cover it’s a 12 page manual containing everything I intend to accomplish this year together with how I should work and dedicate my time to actually realize those plans. It also contains some other goodies related to artwork, like my different pipelines and how I most efficient shall utilize them. Perhaps not much interest to others than myself, but if there’s interest I might share it down the road.

Other than writing a manual, which of course isn’t the only thing I’ve made so far this year I’ve been working on a few commercial projects and have set off a bigger project together with some other talented artists. And at a parallel path I’ve come a long way with my first one-man CG short. I’ve wanted to make a few CG shorts for a long time, with me doing everything from screenwriting and directing to the modeling, texturing and animation. It’s been difficult for me to find time for that, but now it seems like my first movie soon will leave my domain. More about this within the next weeks. The first movie is anyway completely developed in LightWave 3D.

Even though I haven’t blogged about it, I’ve expanded the gallery at the site with two new images this year as well. I have had a license for Luxology’s Modo for quite some time in my toolbox, but haven’t got around learning it deep enough to use it seriously until now. And I really love that software. It do bring back the fun in CG art. It feels good not to spend time fighting the software as it often happens in this business.

Dry Martini

This guy was started and finished tonight. I have been having a cosy evening drinking a few Dry Martinis myself so I thought why not make one in 3D as well, and I wanted to work a bit more with shaders in Modo, so this was a good opportunity, and as I had the reference to work from standing on the desk next to my workstation it was just a given.

Check out a higher resolution render here.

Ball Chair

And this one I made last month. It was my first Modo project and I’m into 60’s retro at the moment, so this was a must do. It also fitted well to submit to CG Sphere, obviously.

Check out a higher resolution render here.

Tonights Working Music: The Magic Numbers - Those The Brokes

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I do Modo! Do you?

Oh yeah! Luxology finally released Modo yesterday after years of development!
Modo is the new 3D Tool built for Artists. And I AM IN LOVE!
Such an amazing modeler. Check it out: Luxology’s Modo

Modo Logo

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