Archive for the '613-02' Category

Finisshhhh!!!

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Okay so here’s the REAL final product. I decided to add a glow to the mysterious green chemical, at Garrett’s suggestion. Igor noticed a small bit of the shadow on the left side of the image which was distracting, so I moved the light around to remove that. Thus I had to add a bit more hair to the back of his very-bald head, because that part of the shadow was revealed! He also pointed out that the shirt color was very cool-toned, so I touched it up with some warmer green color to make the scene slightly less cold. And now it matches the green chemical more too!

Thanks everyone for your wonderful comments! This project would not be as good without them.

Final Product

final-ambocc.png
What do you think!!? I softened the shadows and gave him a nose (people kept giving me comments that he didn’t look human). I also added some ambient occluzamashon. Blah! I am going to play with the glowy greenness now, but otherwise, this will be my final product!!

3 Point Lighting!!

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This is after doing the 3-point lighting tutorial on this model. I think it looks a lot better! I want to do an occlusion pass, but haven’t gotten to it yet. I also want to clean up the shadows and make them less harsh, but raytraced shadows keeps giving me grainyness… not suitable for a final render. Any suggestions on how to fix that? Anything else you see missing here?

Tweaks and details

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Check it out! The round eyes make him look a lot cuter, I think. I tried to make a goggle-mark as if the chemical had exploded or something, but it wasn’t that successful, I don’t think. I added a rim around his lab coat to give it some thickness.

Adding Goggles

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I added the lab goggles here

To make them, I tweaked a circle into a curve which I then applied a planar attribute. That was the outline for the glasses. Then I did a bevel for the exterior edge. I took the beveled surface, and I was trying to make it join with the rectangle, which it repeatedly refused to do. I ended up using “open/close surface” and it closed it, making it look more like a rim on the goggles. I actually liked that, so I kept it and sunk the surface of them farther down. For the strap, I created a torus that I then opened on one end and stuck next to each side of the goggles. The strap really continues around the back of the kid’s head.

I kept having trouble trying to squash the hair back on the head as if the goggles were pressing it down, so I ended up just making some of the hair go through the goggles a little bit.

Test Tube Baby

 207-render.png

Here I changed the hair color from the default material and created a test tube for the little scientist. I made it by revolving a curve and then tweaked the proportions and size (it started out looking more like a beaker).

Also, with this image, I have gone over my image upload quota!! Who knows we had such a thing! I had to go back and delete two images! I shall have to reduce my images in the first project posts, I could probably condense those lighting renders into a single animated gif.

Adding more detail

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Here I am adding hair. I basically just took a NURBS cone and made it really long and thin and duplicated it a bunch of times, rotating it randomly to create the spiky hair.

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Here I added a couple of buttons and a pocket. The buttons were simply NURBS spheres that I squashed and duplicated. The pocket I made by selecting the UV patches I wanted it to be at and duplicating them out to another object. Then I had to join them together and add a few isoparms to give the pocket some depth.

Refining the collar

 204-render.png

I refined the collar of the lab coat and added a blue shirt underneath. I also raised the head a little on the neck because he was looking a little too squashed.
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Here’s the process for making the collar:

1) I split the body down the middle isoparm.

2) Pulled the right edge forward over the left for the overlap

3) added a few isoparms near the edges so I could more easily fold them

4) Folded them down, checking that I didn’t fold any of the wrong ones.

5) Deleted the upper part where the neck would go, and added a blue sphere which I tweaked to fill the lab coat for the shirt.

Refining the cuffs and hem

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I ended up deleting the character’s right arm to make the left arm. Then I duplicated it over to the other side. I tried and tried to use scale, but apparently I can’t move the pivot very well… or something. I could never change the world scale in order to mirror it. Here I have also refined the foot of the lab coat. I split the arm around the cuff in order to make it two different materials.

Sketchy Sketches

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After some development, I came up with this final sketch which I will use for my character.