<EGo Farms>
Works in Progress...
(c) Eric Maslowski


Fund Raising
(done)


Another Day
(done)


<Untitled>
(pending)

Initiation
(done)


Old Man
(closed)


Worker's Web
(done)


Invitation
(closed)

Cyberguy

Decided to do a tutorial for PixelCorps on Organic Modeling in 3D Studio Max
and needed a subject. So, this guy was created through the tutorial series. The tutorial has been hosted on CGTalk, PixelCorps, 3DTutorials, and my own resource site. (http://forums.ego-farms.com) This final composition was made for a challenge on CGSociety.

Messed with the contrast a bit.

The final composite. (same as above, but click to see high res) Skipping a lot of steps here, but running out of time. If I get some more time I'll post how the buildings, pipe/wall, etc were made.

 

Here's the UV setup, color map, and bump map I used for the image.
Close up of his eyes...
close-up showing the details in the bump/spec maps. This is probably the first image I've created where I can comfortably zoom in very close and still maintain the surface detail/quality.
Image is done but wanted to add a few final entries to the diary here. This image shows some of the props I made for the image.

Repainted the color map paying more attention to the details and fixing artifacts left by the reference images. Fixed the eye's lens object so it gives a more realistic reflection/refraction. Started work on the bump map by adding details for the pores.

Up next will finish up the bump map and create the specular map.


Applied ZBrush technique again using images for each direction. Pretty happy with how it turned out. Ear still needs some work...

Found out that when using the texturing technique, need to set the display properties "dsmooth" to 0.01 for nice blending. So, will redo texture with this new information to see how much of a difference it creates.

Added the ears and gave him more of a neck.
Took the ZBrush technique further and completed the head. Also played with color correction a little. Still need to do ears, better eyes, and final textures.
Learned about a new texturing technique in ZBrush which allows easy projection of reference images onto the geometry. Did a quick test this it here.
Added more to the back of the head and started the neck.
Started to add the back of the head using a skull image for reference. Switched to basic color material until more of head is done.
Refined the model some more, adding the mouth and cleaning up the chin and upper lip.
Modeled the nostrils, detailed the eyes a bit and applied the reference image again but spent a little time lining features up. Using HDRI skylight illumination for the lighting.
Created the base geometry of the face using the spline drawing modeling technique. I like to avoid the nostrils and mouth when laying down the initial geometry since they are often very complex and can be difficult to see when view from the side viewports. Also, slapped the reference image on it for a quick preview.