Moss shader

Had to create moss with just displacement mapping, fun little exercise. Could be improved by hand painting the iso map, so the falloff is a bit better controlled.



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Integration update!

Testing out sony’s spi-anim OCIO profile instead of the standard 2.2 gamma within Nuke. Works pretty well, getting much nicer (non blown out) highlights. Awesome!

Next up should be adding some dried paint, maybe a hair, some dust particles – just that sort of stuff! Also still need to sculpt some zdisp splatter maps for a couple of the tubes.


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Composition testing

Testing out how I want the composition to be. Think I will keep it simple.

Also figured out today how to get the reflections of the projected environment without getting the diffuse rays, which means this version is comped properly and I’ve got all the control I would ever want. Ray switch to the rescue! The projected image doesn’t return any diffuse rays for the shadow catcher shader. Neat little trick!


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First light match test



There we go, the first light match is done. Still a few things to fix here and there but I think it’s pretty solid overall.

I captured a HDR with a good range of values (0 to +- 220), so didn’t need to fake any lighting. Then I modelled all the backplate geometry, and projected the backplate picture onto that geo. By doing this I also have the geometry it stands on affecting the lighting of the cg elements, not just the HDRI.

From here on it’s just plug and play. Super fun! Learned a lot by doing this!

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Tin can of paint

Made this today. Fun shading exercise! Still needs a dust and microbump layer, but will add that whilst working on the final image. Not sure if it’s needed and don’t want to waste time!

Arnold + alshader library.

wip_0021 wip_0022 wip_0023 wip_0024 wip_0025

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Colour Blocking

Back to this project. Did some early lighting tests, seeing whether I can lead the eye to where I want it to go. Think it’s ok for now – time to start modeling!

colour blocking

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Clay render of the pirate

Did a clay render of the pirate today. Wanted to experiment with getting a real “clay” feel, so I created a displacement map by combining different pictures. Also did some research on eye modeling/rendering and will most likely publish a free/1£ gumroad video on the subject. I feel like it would be great to start doing some more videos.


Clay render of the zbrush pirate sculpt


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Ship texture painting

Day one!

Next up, baking out both an ambient occlusion map and another one where I inversed all the normals (edge map). I will use these to pipe into the (sort of) procedural wear and tear I’ve got going on.


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Glasses! Still have to make them a bit more wonky. Need to place the fingerprint stains on the dirt layer as well, not just on the spec layer.

Up next:

– Red gradient on the eyeballs
– Eyelashes
– Paint the spec map for his skin



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Guide curves for stylised/cartoony hair in Maya

Quick screencap of my workflow on how to create guide curves for stylised hair in Maya.

1. Sculpt your hair
2. Select your sculpted hair
3. Under your rendering tab > Paint Effects > Make Paintable
4. Paint Effects tool
5. Draw Paint Effects strokes onto your mesh
6. Modify > Convert > Paint Effects to Curves
7. Delete your Paint Effects strokes
8. Ungroup the newly created groups twice
9. Select your curves and rebuild them. More CVs mean more definition but are harder to control.
10. Modify your curves to your liking. I find that using the Edit Curves > Selection > Select first CVs works really well to stick your hair back onto the head if you play with the soft select tool.

Make sure there are curves in the middle of the hair as well – You want the hair to have some volume instead of just being a "layer" of hair.

Done! Now just plug these into your hair system of choice and enjoy.

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