marky's sketchbook

Hello!

I’ve been lurking for a little while, finally decided I should make a thread to put my Blender stuff in and hopefully see a steady progression over time!

To get started, here’s a little test with Cycles, I’m trying to get my head around rendering properly:

Hopefully next time around I’ll be able to fix the issue of the eye socket catching a lot of that translucent glow.

Inspiring! I love it!

What kind of material is that?

Here’s the setup in Cycles:

Started working on a new character bust, it’s going to be an attempt to achieve a Pixar-style look:

Probably not worth posting yet, but I’m leaving it for the day so why not, eh?

As an aside, not sure what is causing some edges to disappear in the viewport, like under the mouth on the chin, or inside the nostril. Should I be worried about this, topologically speaking? Or is it just a visual bug?

Also, thanks Lux!

It does look very pixar!

Any tips for topology?

Also, wireframe of the first guy?

When doing faces, I have 4 main loops that I always use when modeling/retopoing, Eyes, goggles, mouth, and finally, bridge of the nose/chin. The eye loop is self explanatory; the goggles loop is basically a loop that connects at the center line of the mesh on the eyebrow line and bridge of the nose, encircling the two eye loops; the mouth loop is another self explanatory one; and the bridge of the nose/chin loop encircles the nose and mouth, joining at the center line of the mesh at the chin and bridge of the nose.

I have some secondary loops that sometimes make an appearance when I want to add some isolated detail, for example above you can see one around the bottom of the nose that links into the nostril. These are guided where I need them with three edged vertices.

I try to follow muscle groups a little bit when putting down my topology, this means that deformations later will appear more natural.

Poles, or five edged vertices are important to use, but be mindful of where you place them, as they obviously deform differently to four edged vertices.

Avoid six edged vertices like the plague. Seriously. If I see one of these I cringe.

Depending on the target platform I decide whether to use all quads or use triangles as well. Though (very) generally speaking, I stick to quads, unless it’s super low poly stuff.

These are the basic principles that I follow when doing faces. Others may do things differently, but this is what works for me.

The topology for the first character follows this same setup.

Sat down and finished the main face topology for my new character.

http://i815.photobucket.com/albums/zz72/marestarr/ScreenShot2012-06-04at105250PM.png

Next up is fixing all the proportions and modeling the additional stuff like eye sockets, mouth interior, teeth, tongue, eyes and so on.

how did you get your DOF like that on the first bust? great work!

I like the idea of using trans with the shading and Ive tried the same node setup but i think if you put a object behind the face you will find that you can see threw the more it renders.

I set the camera’s depth of field focus to an empty object and played with the settings a little bit!

Here are a couple of animations I did for my game, a few left to do!