Showing posts with label Surfacing. Show all posts
Showing posts with label Surfacing. Show all posts
Sunday, October 14, 2012
Sunday, September 23, 2012
Detroit Michigan
Categories:
3D Art,
Blender 2.63,
Blender Cycles,
Modeling,
Premiere Pro CS5,
Surfacing
Saturday, September 1, 2012
Columbia River Washington
Categories:
3D Art,
Blender 2.63,
Blender Cycles,
Lighting,
Modeling,
Premiere Pro CS5,
Surfacing
Saturday, August 25, 2012
Chicago Illinois Temple
Categories:
3D Art,
Blender 2.63,
Blender Cycles,
Modeling,
Premiere Pro CS5,
Surfacing
Saturday, August 18, 2012
Columbia South Carolina
Categories:
3D Art,
Blender 2.63,
Lighting,
Modeling,
Premiere Pro CS5,
Surfacing
Saturday, August 11, 2012
Saturday, August 4, 2012
Cardston Alberta
Categories:
3D Art,
Blender 2.63,
Blender Cycles,
CrazyBump,
Modeling,
Premiere Pro CS5,
Surfacing
Sunday, July 22, 2012
Bountiful Utah
Categories:
3D Art,
Blender 2.63,
Blender Cycles,
Modeling,
Premiere Pro CS5,
Surfacing
Saturday, July 14, 2012
Bogota Columbia Temple
Categories:
3D Art,
Blender 2.63,
Blender Cycles,
Modeling,
Premiere Pro CS5,
Surfacing
Monday, July 9, 2012
Hand Painting Textures
This was an exercise in hand painting textures, then creating Normal and Displace textures from the color map.
The color map was created using some elephant and crocodile skin images. The model was pulled into Photoshop and painting directly onto the color layer. Additional fine tuning was done on the flat color layer image.
The gray areas are from the Elephant Skin, and the green are from the Crocodile skin.
The Diffuse, Displace and Normal layers were created using a trial version of CrazyBump, then pulling those images into Photoshop and cleaning up the problem areas or removing the texture from the spots where they were not wanted. This took a while as crazy pump treated all the boundaries between color sections as if they were changes in height. The color layer had to be run through CrazyBump as a grayscale image, then much work had to be done to "equalize" the sections into a topographical map of sorts. color map
Diffuse Layer - this tells the render engine where to increase or decrease shadows. Think of it as adding dirt.
Displacement Layer - This tells the renderer to physically distort the model. This adds large bumps to the model. It is easier to add features this way rather than modeling them, but they also render faster this way as well.
Normals Layer - This layer warps the shadow. It tells the renderer to bend the light, giving the illusion of creases and fine detail. This does not physically distort the mesh, but is also a great way to add fine detail without making the image render slower.
Here is the finished project without the displacement map:
And here it is with the displacement:
The color map was created using some elephant and crocodile skin images. The model was pulled into Photoshop and painting directly onto the color layer. Additional fine tuning was done on the flat color layer image.
The gray areas are from the Elephant Skin, and the green are from the Crocodile skin.
The Diffuse, Displace and Normal layers were created using a trial version of CrazyBump, then pulling those images into Photoshop and cleaning up the problem areas or removing the texture from the spots where they were not wanted. This took a while as crazy pump treated all the boundaries between color sections as if they were changes in height. The color layer had to be run through CrazyBump as a grayscale image, then much work had to be done to "equalize" the sections into a topographical map of sorts. color map
Diffuse Layer - this tells the render engine where to increase or decrease shadows. Think of it as adding dirt.
Displacement Layer - This tells the renderer to physically distort the model. This adds large bumps to the model. It is easier to add features this way rather than modeling them, but they also render faster this way as well.
Normals Layer - This layer warps the shadow. It tells the renderer to bend the light, giving the illusion of creases and fine detail. This does not physically distort the mesh, but is also a great way to add fine detail without making the image render slower.
Here is the finished project without the displacement map:
And here it is with the displacement:
Categories:
3D Art,
CrazyBump,
Maya 2011,
Photoshop CS5,
Surfacing
Sunday, July 1, 2012
Bismark North Dakota
Categories:
3D Art,
Blender 2.63,
Blender Cycles,
Modeling,
Premiere Pro CS5,
Surfacing
Saturday, June 23, 2012
Saturday, June 16, 2012
Saturday, June 9, 2012
Bern Switzerland
Categories:
3D Art,
Blender 2.63,
Blender Cycles,
Modeling,
Premiere Pro CS5,
Surfacing
Saturday, June 2, 2012
Provo City Center Temple
Categories:
3D Art,
Blender 2.63,
Blender Cycles,
Modeling,
Premiere Pro CS5,
Surfacing
Saturday, May 26, 2012
Baton Rouge Louisiana
Categories:
3D Art,
Blender 2.63,
Blender Cycles,
Modeling,
Premiere Pro CS5,
Surfacing
Monday, May 21, 2012
Atlanta Georgia Temple
Categories:
3D Art,
Blender 2.63,
Blender Cycles,
Modeling,
Premiere Pro CS5,
Surfacing
Sunday, May 13, 2012
Boise Idaho Temple
Categories:
3D Art,
Blender 2.63,
Blender Cycles,
Modeling,
Premiere Pro CS5,
Surfacing
Friday, April 13, 2012
Sapporo Japan Temple
Categories:
3D Art,
Blender 2.62,
Blender Cycles,
Digital Art,
Modeling,
Premiere Pro CS5,
Surfacing,
Video
Wednesday, March 7, 2012
Ogden Temple Remodel, Revised
| The Revised render for The Ogden Utah Temple |
![]() |
| The Original Render |
The LDS Church recently revised the render for the Ogden Temple. I updated my model as well. Still off on a couple of Details, am I, but I like the way it looks.
Categories:
3D Art,
Blender 2.62,
Blender Cycles,
Modeling,
Premiere Pro CS5,
Surfacing,
Video
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