Dec 102014
 
Surface_new.14

Greetings, programs!

Today´s update features some photos depicting loads of tests we´ve been doing recently. Before we´ve taken an excursion onto our film´s second major set (i.e. a remoted planet), Meikel had found a great way to lighten its open-air scenery. Ben Simonds had experimented with Open Shading Language codes and has been kind to share his results that are based on a 1993´technical paper written by Tomoyuki Nishita discussing a model for rendering Earths atmosphere. It actually is difficult to explain how the math works, because we (as Ben himself) don’t 100% understand it anyway, but with Meikel´s expertise in tweaking the code´s script we´re now able to use it for our purposes. The shader provides damn cool results, don´t you think?

Jan-Eric from Blender Club and Zacharius from AgenZasBrothers have given us great input in finding some handy ways to texture big scale-landscape surfaces.
In the meantime, I´ve tried on some “alien plants” that I´ve put in the proxy scenery below. The next days will see Meikel working on experiments with “dirt and decay”-OSL-shading. We´ll keep you in the loop!

Enjoy watching, thanks for following, and take care!
See you soon!

Holcha

Feb 262014
 
fummel

Greetings, programs!

Today´s update is going to be kinda short I´m afraid. Anyway, we´ve been starting to retopologize Jeff´s mesh last Monday, before Meikel came up with this fine visualization of the spacesuit´s fabric and its seam´s fashioning (see figure) in close-up.

I´m going to finally present “the” lightswitch-model next Monday, fingers crossed ;o)

 

See you next week, take care,

Holcha

Feb 032012
 

Well,
looks like the pilot’s head is nearly finished. We will do some minor tweakings when we come to actually render the scenes and such. Eyebrows might need some color treatment and the skinshader’s waxyness may be reduced when the final lighting setup is done.
For now, the head is done and I can go on working on the storyboards…

Jan 272012
 

Well,
here we have the basic textures for the skin shader plus the shader node tree. The actual textures are all at 2k resolution except for the normal map which is at 4k resolution (not shown here). The shader node tree includes also a backscatter layer plus two specularity nodes.

I also tweaked the hair a bit. (no eyebrows and eyelashes yet)

Jan 252012
 

I added some basic default hair. No tweaks here. I will change the hair color a bit and make it more looking like hair. Moreover, the eyes needed some polish. Now they look a bit more life-like I’d say…

Jan 242012
 

The pilot wearing his blood/gore subdermal skin. This is the layer which is the bottom most one. The epidermal layer is above this subdermal one and then the diffuse layer is the third one. After that, two specular maps are added to account for different specularity features…

Jan 232012
 

Hey guys,

the diffuse texture of the pilot’s head is now done. There is no specularity since this is diffuse only. I added a little bit of normal map to it to give it a bit more depth. Color turns out to be okay as far as I can tell up to now.

Jan 152012
 

Here is a cut-out from the skinshader tests I am working on. It looks quite waxy but this is because I only used a single-color subdermal texture. Since I use the 3layer-sss-shader proposed by Ben Simonds the overall shader will become more skin-like with the upcoming texture layers.