A PHOTO

rendered in vray, still figuring out materials

I’ve got a potential client who apparently wants a few hundred renders, but it’s all jewelry. having more expertise in architecture, I decided to ask for one of their designs to toy with rendering to see if we could do something worthwhile with it

I guess it could be fun

A PHOTO

reason #264 for having stayed late at work this year, importing engineering software models into 3ds max, then getting everything visibly functional in UE4. I would have worked on this over the past two weeks or so, but they kept changing the files on me, and when I did have the time to work on it, a sudden flood of “wow we forgot to ask about this and the deadline is in two days!” projects have fallen into my lap, albeit with more billable precedence.

A PHOTO

Concept doodle of my Charr from GW2 turned to a Tiefling (of DnD lore), because my friends are making me join their 5e group and he just wouldn’t let me make my charr.

No horns in the sockets but this should give you a good idea of what’s goin’ in

still looking forward to finishing up the scarlet more, I’m stuck on making the leafy hair look… leafy

A PHOTO

more work related stuff, this time a moderately older piece. This is a render of a Chick Fil A that was never built, because building the design would have been something like three times as much as any other site they’d done before. The old CFA building they demolished at the location this was made for is still abandoned.

This is on of my favorite of all the interior renders I’ve worked on

A PHOTO

my big work project is public at chicagoblackhawks.com! All of the images seen are renders I did, after… let’s say a hundred half dozen iterations. I liked earlier versions with a black painted open concrete ceiling and aimed spotlighting, but I can’t argue with the city boards on regulation. Not indicative of density of merchandise, just had to populate the existing casework to show their functionality and how much space you have to walk around them. Plenty of interactive screens, showcases and live events to be had in the future!

I also created a demo tour of the location in Unreal Engine 4, which sadly I can’t share right now due to it being obnoxiously huge and difficult to run on anything short of my work computer. Blame the import process from Revit.

also wow @ whoever decided to make this one big looping compressed gif instead of inserting a gallery or slideshow

A PHOTO

progress on scarlet: concept edition sculpt

made some basic hair geometry to figure out how the face looks framed up a bit It’ll be a good start for proper sculpting

A PHOTO

tsunderelintz:

daisura:

tsunderelintz:

daimensional:

WIP zbrush doodling from tonight, Guild Wars 2’s Scarlet, based on her concept art

her in-game model has bothered me since forever, she looks like a muppet and/or the original cheezburger cat

eyyyyy

eyyyyyyy

on the agenda tonight- continue fleshing out features on face, delete high-detail subdivision (only upres’d to dink about with the cheeks for now), then re-flesh out features without worrying too much about finite shapes. Nose bridge is too shallow/rounded, upper lip is too sharp, etc etc. I want to take a flattening brush to some areas to make features more crisp/leafy instead of soft and fleshy

I’ll probably do the hair from scratch outside of zbrush. I really want to rethink how the in-game one was, the bangs being chunky stalks was an awful design choice but the idea of them being trimmed in a straight line is kind of hilarious

i actually wonder how hair is modelled. because y’know, it’s a fucking pain if you were to model all of it. at the same time, if you just apply a texture to flat polygons you get 2001 era hair.

how do

FUNNY YOU SHOULD ASK

Here’s Kristen Perry, the designer behind the Sylvari as we know them, going through her zbrush process on one of the newer additions to the selection of hairstyles, along with design workflow, retopology, texturing, and animation- [LINK]

A PHOTO

WIP zbrush doodling from tonight, Guild Wars 2’s Scarlet, based on her concept art

her in-game model has bothered me since forever, she looks like a muppet and/or the original cheezburger cat

A TEXT POST

"DPI" and digital files: a reminder

I got a proposal this morning explaining a potential project, and part of the description regarding what they wanted for renders was written as such:

The visuals will be provided to [client] as high quality TIFF files (600dpi) and low resolution JPEG files (150dpi) via the FTP site.

I’ll give you a moment to assess what information is missing. What weighs more, a pound of feathers or a pound of lead? we’ve been told we want a densely printed render, and a less dense copy of the same render, but in digital format. What are they printing these on? How big will it be displayed? is this explicitly for digital viewing?

Everything is the same DPI (PPI) on your monitor, so unless we have a measurement for print or a hard number for resolution, there’s no actual size conveyed here

I had a teacher back in college who always requested we submit our renders via email, in 300dpi, but no indicated resolutions. After a half hour argument in front of the class about the lack of context to the requirement, I ended up sending him my homework formatted at 300dpi, but only 0.5x0.5”, or 150x150 pixels. I’m not sure he appreciated the point