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Showing posts with label digital. Show all posts
Showing posts with label digital. Show all posts
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Class notes. Displacement mapping for Maya.


 The low level base model that we created.
 Window->Rendering Editors->Mental Ray-Approximation Editor->Create Subdivison
There are a few settings to play with, If using Parametric, Match the N subdivisions to the number of divisions we sculpted to. The lower the number, the quicker the render, the less resolution you end up with. When using Spacial, length needs to be adjusted until the proper results are rendered.
 This displacement was baked for major forms only, there is no high resolution detail here. Notice the silhouette change. The color balance of the displacement file node needs to be adjusted. Specifically, Alpha Gain and Alpha Offset. You are adjusting the max and min displacement of the mesh with these values. Typical result of Alpha Offset = -Alpha Gain/2 ....... I.E. Alpha gain .1, Alpha Offset -.05
 We capture the high res using a normal or a bump map, and apply that on top of the displacement. This yields a quicker render time when the object does not need to be viewed closely
This is a pure Displacement map, It takes longer to render because the mesh needs to be subdivided a greater number of times to capture the bump detail from the last slide. The end result is comparable. This is sometimes needed for close ups as it is actually displacing the high res detail rather than faking it like the last slide.
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Replicator 2

Got some prints done this weekend.  More hydra littoralis. The white hydra is the maximum printing size of the replicator. 11.2 inches tall.
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evolution 4-18-13

The longer legs allow for more speed on the broad tree branches.
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evolution 4-17-13

The body streamlines and becomes more agile as it adapts to an arboreal life.
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evolution 4-15-13

I feel like I made too much of a jump here.. I guess that's what tests are for. As his environment dries out he grows more reptilian.


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evolution 4-14-13

Testing out an idea for a new project. Evolving a creature every day... Picturing a swamp like environment here for this guy.
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march pt II
















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CAC competition

Short entry showing some progress for a competition at my school. Most of the base mesh was done in maya. I used maya to get a nice base with correct proportions to bring into zbrush. The video shows how I progress in zbrush during a short work session.


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