View Full Version : The Journey Begins Challenge (3D) Entry: Sergio Ghazarian

02-28-2006, 02:00 PM
Sergio Ghazarian is entered in the "The Journey Begins Challenge" update: View Challenge Page (

Latest Update: Post Effects and Compositing: Flying ant (

02-28-2006, 02:03 PM
Here goes nothing :rolleyes: .

02-28-2006, 08:18 PM
Good luck Sergio!

(this time you have to finish it!):thumbsup:

03-02-2006, 03:49 PM (

Dad: Okay kids, pack up, we're moving to Mushroom City!
Mom: Are you sure this is the right thing to do honey?
Dog-like thing - hides under the table and screeches silently.
Kids: Are we moving forever again?

Audience: Oooww...

03-02-2006, 04:02 PM
Promising start...! :thumbsup:

03-02-2006, 04:28 PM
Yeah, just like last time.

03-02-2006, 04:52 PM
Interesting concept, the colors should definitely make this image alive, so I'm looking forward to that. Good luck with your journey!

03-02-2006, 06:50 PM (

I guess I can start modelling, but what do I start with...?

03-02-2006, 07:43 PM
Looking promissing indeed!
mushroom-city, very cool..
Be lurking here.. :)

03-02-2006, 11:17 PM
I got it all wrong. It's all about the beginning of the journey, not the destination. I have to think of something else :shrug: .

03-03-2006, 09:35 PM (

Let's pretend for a split second that I know how to do compositions :arteest: .

As for the idea, I reanalysed the instructions and I think I'm fine with this concept, it's creature migration.

I decided to narrow down the character group to only one bug. I also decided that I want it to be an ant, with a huge bag on his back, going to Mushroom City. Well, maybe I'll leave the dog(like bug).

03-04-2006, 08:31 PM (

Who am I kidding, I don't know nothin' about character modelling or character animation. I only signed up for this challenge to humiliate myself :( .

03-04-2006, 11:26 PM
Sweet modell! I like the concept design for the mushroom city!

03-05-2006, 06:54 PM (

I want to switch to portrait mode to try to show how vast the city is for the character. It has to be huge, particularly very high.

As for the composition, I don't see any other way than putting everything in the center :/ . But I'll have use a higher camera angle than here.

03-05-2006, 07:13 PM
nice iead!
I like it .

03-05-2006, 09:15 PM (

Well I can't model as fast as you guys cuz this is one of my very first character attemts, and I have to rig it too.

03-05-2006, 09:51 PM
Keep it up ... however he looks like the guy from a bugs life. your modeling is good keep it up man .. don't dis yourself too much there is nothing to dis and as for the rig you don't have to go to indepth.... you can use FK all the way .. and just rotate joints into position. it's only a still image.

keep it up

03-05-2006, 09:53 PM
Intersting concept. Your modeling seems good but I think you can make something a little more different in design because it really looks like Bugs life. Maybe try to make it more personnal and original.
Anywy clean modelisation
good luck.

03-05-2006, 10:42 PM
Well, yes, I am using Bug's Life as reference :rolleyes: .

03-06-2006, 01:49 AM
I like your latest concept. Though I think the shot could look more grand if the camera were lower in the scene looking up. The current angle IMHO takes away from the small creature entering a big environment.

Just thoughts.. good luck!

03-06-2006, 02:49 AM
I agree about lowering the camera angle too,wil make for a more dramatic final render.

the model is looking good & I can certainly see the 'bugs life' influence :)

03-06-2006, 03:17 AM
you're obviously a good modeler and creative -- why Flick? his body shape and form be changed into another character more reflective of your own inspiration Good luck!

03-06-2006, 03:21 AM
Oh and as for a rig don't worry at ALLLLL about it. You only need one still shot. Throw a lattice around your character or selective parts of your character's verts and then push and pull into a pose -- repeat after deleting history until after using successive lattices you are satisfied with the pose. No need to rig. No worries. This is good work. (Just change the colors a bit or use a scuplting program to deform what you have into something that doesn't look like Flick...just a suggestion...great modeling though...don't doubt yourself.)

03-06-2006, 03:56 AM
Digital_Crystal, Stefan_Morrell: Yes, I agree about the camera angle, I also need to admit that it's exactly what I had in mind, I didn't draw exactly what I intended cuz I'm a lame painter :arteest:.

Kris.s32, authentic, Stefan_Morrell, oceanbluesky: When I decided that my character should be an ant I immidiately recalled Flick (from A Bug's Life) and Z (from Antz), and since I don't have the skills to design my own ant I started looking for reference on cartoon ants. My search ended on what I'd started with, i.e. Flick and Z, I denied Z cuz I think he looks a little too ugly. As for my final ant, I don't want to have copied Flick. But I'm going to stick with him until I finish the entire model, only then I will start modifying him (for instance I want to change the color (cuz I haven't seen blue ants yet) and add a couple more hands).

Kris.s32, oceanbluesky: What I'm worrying actually about is how do I combine the face with the body? I have separate experiences with IK joints for the body and blend shaping for the head, but I've never had the opportunity to combine those two :shrug:. I'll have to look up some tuts for that. Yes, I could simply model the character in it's final pose, but I don't want to limit myself with that. This challenge is a great opportunity to explore some new stuff, if you know what I mean :lightbulb .

Thanks for the comments, keep 'em comin' :beer: .

03-06-2006, 04:27 AM
thatís an easy one ... once you have the model rigged you can make a duplicate of the mesh when in the bind pose ... unlock the translate and rotate on the XYZ then move the new duplicate to the side.... you then can start modeling the blend shape to the expression you like, and then attach that as a blend. if you have any problems with the blend shape over riding the bones you might have to change the input order... right click on the skinned mesh then go to inputs and down the bottom of that tab there should be something there called select all inputs .. Click on that. It will bring up a dialogue box where you can change the order of inputs on the nodes... All you have to do is make sure that the blend shape is underneath the skin cluster node (skin cluster being the relationship between the joint position and the mesh) ... do that by middle clicking and dragging the blend shape node down the order.... hope that helps



03-06-2006, 10:39 AM
cool modeling and idea keep going

03-06-2006, 01:49 PM
thatís an easy one ... once you have the model rigged you can make a duplicate of the mesh when in the bind pose ... unlock the translate and rotate on the XYZ then move the new duplicate to the side.... you then can start modeling the blend shape to the expression you like, and then attach that as a blend. if you have any problems with the blend shape over riding the bones you might have to change the input order... right click on the skinned mesh then go to inputs and down the bottom of that tab there should be something there called select all inputs .. Click on that. It will bring up a dialogue box where you can change the order of inputs on the nodes... All you have to do is make sure that the blend shape is underneath the skin cluster node (skin cluster being the relationship between the joint position and the mesh) ... do that by middle clicking and dragging the blend shape node down the order.... hope that helps

Wow thanks. So, I should first model the whole character in a riggable pose and a neutral face, and then construct an IK skeleton and only then add face expressions with blend shapes, correct? There also one thing that concerns me, it's the teeth and the eyes, also the tongue. How are they being managed?

03-06-2006, 01:56 PM
I think the sketches are great. Definately "flick-ish" though.

03-06-2006, 02:06 PM

I like your sketch, it gives me the sensation that the bug is gettin into something very large and complex. I agree that the camera should be lower to show the point of view of the character.

Good luck,


03-07-2006, 01:51 PM
sergage -

really glad I came across this one. I am really liking what you have going.

I think no matter how much you exaggerate it or try and define your own style, it will still have a bugs life sense to it. If you decide to add some clothing,hats to your ants that will help alot. dont sweat it. Just keep away from the light blue color for him.

as fara as the concept, if you are going to model the faces and add expression, then you have to see their faces in the final image, otherwise its a waste of time. I would suggest seeing the mushroom city in the reflection of their eyes or have one or two of them facing the camera. maybe the kids or mom who is still uncomfortable with her surroundings looking around.

keep it up...the shading and lighting is what will really sell this in the end.

Matt -

03-07-2006, 01:56 PM
I think that most of us who are doing bug themed images are struggling to crawl away from the Bug's Life similarities. I know I am. But your model looks great anyway. Keep on keepin on!

03-07-2006, 07:52 PM
Wow thanks. So, I should first model the whole character in a riggable pose and a neutral face, and then construct an IK skeleton and only then add face expressions with blend shapes, correct? There also one thing that concerns me, it's the teeth and the eyes, also the tongue. How are they being managed?

well you can make a duplicate before skinning and set aside. it dosn't really matter .. as long as the mesh is identical and has te same vertex numbers you fine. so once rigged you can add blend shaps to you hearts content ... a good suggestion is to export the base mesh or save a mesh before rigging so that you can import that to build blendshaps from .. than duplicating the skinned mesh all the time.... as for the teeth eyes and tongue ... treat them as seperate objects just perant the bottom teeth to a jaw joint ... and the top teeth to the head joint ... the eyes just perant them to the head joint, the tongue .. i guess you could perant that to the jaw joint ... and use blends to deform it ... .. if you are using blends to lower the jaw .. you just have to make another blend for the teeth that move into the location you want.

I hope that makes helps



03-08-2006, 03:32 PM (

Not much but I thought I'd update.

mttjss: Now that you mentioned the reflection in the eyes idea, I had actually thought that before and had come to conclusion that it won't look that good. It has to be an extreme closeup and the eyes have to be too reflective to show how stunning the city is. The face of the ant is an issue I'll still have to think about, thanks for mentioning.

And thanks Kris for the tips, hope to use 'em very soon :).

03-08-2006, 04:01 PM
Yeah gogogogo!

(please Change the color)

you are on to something!:thumbsup:

03-08-2006, 05:59 PM
nice trip you have here, but your ant looks a great deal with the one from the movie "Ant Z"
enjoy the ride :bounce:

03-08-2006, 09:03 PM
cool sleepy ant :scream:
and really I agree with vfxluc

03-08-2006, 09:43 PM (

Don't worry guys, I'll make sure it doesn't remind anyone of Flik in the end.

03-08-2006, 10:20 PM
keep going

03-09-2006, 02:57 AM
I like your concept. Hope to see this one finished.

03-09-2006, 09:21 PM (

Modeling hands is hell. I did something but I don't like it.

03-09-2006, 10:31 PM
the arms are quite ok, but the hands... try making them a liitle more cartoonish. and when i say that i mean you could use 3 fingers instead of four and no thumb. just an idea :D
anyway... I'm gonna keep my eye on you, couse i like what i see :thumbsup:

03-10-2006, 06:47 PM (

I will now start adding or changing things to get a different looking ant :|. Sorry for the line in the middle, I'm too lazy to merge mirrors for only a preview render.

03-11-2006, 04:46 PM
hahaha it`s okay keep going

03-11-2006, 09:52 PM
Hey Sergio! Nice to see you here too! :D Good working, your character reminds me Bugīs Life. :) Good luck!

03-12-2006, 08:17 PM
this looks great and cute! very nice bug character. keep it up!

03-12-2006, 08:40 PM
Your concept is looking good, and I like the bug model so far. My only comments so far have been mentioned before, it's looking very similar to bugs life. It should be fairly easy to get away from this because bugs life ants wheren't very ant like. Ants have 6 limbs, so you could either add more legs or more arms to get away from bugs life. Also ants have 3 body sections, so adding a small section before the tail could break things up and give you somthing to attach the legs to freeing up the tail.
I'm actually working on a personal project at the moment which has ants, but it's a remake of somthing I did a long time ago before bugs life so I didn't have the same problem.

Good luck,


03-12-2006, 11:42 PM (

cuz it's hard out here for a pimp ;)

03-13-2006, 02:53 AM
Does it still remind you of bug's life :shrug:?

03-13-2006, 06:11 AM
lol it doesn`t now don`t worry :scream: keep going :thumbsup:

03-13-2006, 07:19 AM
that looks cool! love the sabre and the yellow eyes.

03-13-2006, 07:21 AM
I always wondered what starwars would have been like with insects. Interesting. Looking good! :)

03-13-2006, 07:24 AM
looking good so far man. Your characters coming along well. I LOVE the mushroom city concept and cannot wait to see that one get developed!

03-13-2006, 07:26 AM
Hahaha! like this pose!

if you bend his knees slightlyand widen his legs it'll be a more 'martial art' stand.. ;)
keep going!

03-13-2006, 05:56 PM (

Ok fellas, how does this look to you as final untextured model? Or should I lose the extra hands?

Darn, forgot to post the challenge logo :banghead: .

03-13-2006, 08:36 PM
High resolution, high quality version. Click to view (1500x2000, 4.1MB PNG). (

03-13-2006, 08:53 PM
I busted out laughing at the lightsabre pic.

Even though he's an ant, I think it's much better with only 2 arms.

03-14-2006, 12:44 AM
so did you get the rig and blend shape thing working on that model I see .. or did you fake it somehow?? :D

03-14-2006, 01:08 AM
Even though he's an ant, I think it's much better with only 2 arms.

That's what I think too. He's an ant but he's got human features, that's why the extra arms don't look good.

so did you get the rig and blend shape thing working on that model I see .. or did you fake it somehow?? :D

I faked it because I don't have a final model yet, can't rig 100 times you know :scream:. I just moved vertices that's all, it was boring but I posed him anyway :applause: .

Ok now that's it's decided (i.e. two arms), I will start texturing. Actually I'll drop him at ZBrush and see what I can add. Probably nothing, with him being young and stuff :shrug:.

03-14-2006, 01:37 AM
ah well ... personally for this type of model I don't think you really need to take him into Zbrush ... you could end you adding way too much detail for this type of style ... however.. it's definaitly worth a try to see what you can come up with you might end up with something completly different and a lot less like flick ( from bugs life ) good luck with the zbrush thing ;)

03-14-2006, 01:46 AM
High resolution, high quality version. Click to view (1500x2000, 4.1MB PNG). (


Looks pretty good to far, cool render!

it looks like Flick from "Bugs Life" though, is that what your going for?

03-14-2006, 07:31 AM
where is his other two hands ?

03-15-2006, 11:22 AM
Hey sergage!

I like the idea of the huge and looming mushroom city in the centre of the screen! I think that should work very nicely compositionally and have a lot of detail to attract the eye. I think your modelling is well done, but still looks too much like Bug's life for me. I think if you were to go back to the basics of what an ant really looks like and try refining the characteristics from there you'd be more successful. Do a google search for ant head -and you can see that actually, their antenna are atached to their "nose" area -below the eyes. I think you can make them look as cute and friendly as they are now, but a little bit more original if you abstract down from their true physiognomy. Good luck!

03-15-2006, 11:28 AM (



03-28-2006, 03:26 PM (

Haven't updated for ages. Nothing important here, just to let you know that I ain't dead ;).

03-28-2006, 03:45 PM
he is alive ....:bowdown: he is alive ....:bowdown: he is alive ....:bowdown:

03-29-2006, 11:23 AM
Hi Sergage, I finally made it to your thread! Good luck with the UV mapping.;)

03-31-2006, 08:42 PM (

Just completed constructing the UV map. Will start painting on it tomorrow I guess.

04-09-2006, 07:58 AM
nice model,u still have a lot to do
good luck

04-11-2006, 08:20 PM (

I'm having a hard time trying to texture this thing. I dunno how you guys are doing it. Whatever I paint, when I try it on the model, it looks looks bad.

Right now I'm trying to make the texture in Painter, with tablet. And there're 46 days left, oh man :/.

04-11-2006, 08:34 PM
Hi friend good luck ur concept very interesting keep try on textures

my work (

04-11-2006, 08:52 PM
hey this is looking really cool, some great ants with big personality! Makes me think I should really do mine over again :argh: Nice texturing too, it's worth spending time over this aspect although you may get away with some procedurals to save time if you absolutely have to. Anywho, looking great keep it up :wavey:

04-12-2006, 08:02 AM
Lets see some enviroment now, eh Sergio?:scream:

04-13-2006, 08:14 PM (

and this is only color map, wait until I use bump and spec ;)

04-14-2006, 09:05 PM (

And this just in one day, imagine what I can do in 43.

04-16-2006, 06:51 PM (

I need to make an acorn. Experimenting in ZBrush, not sure where I'm going with this.

04-17-2006, 07:13 PM (

That's his bag, not yet fastened though.

04-18-2006, 07:20 AM
Itís looking really nice, Sergage. Donít feel bad about the texturing; it looks good and is appropriate to the model:thumbsup:. The bag is a good idea too. Keep up the good work.;)

04-18-2006, 08:29 AM
great acorn! especially the part under the cap - great texturing
and looks really nice on the back of your ant

04-18-2006, 09:24 PM (

It took longer than I thought to make the rope. I'm still working on texturing it.

04-20-2006, 02:41 PM (

So I retextured the rope using displacement this time, I'm very happy with the results. It's amazing how simple things are here.

I'm pretty much done with the ant, will soon start working on the city.

04-22-2006, 03:59 PM
Nice work on the rope, sergage. Simple and very effective.:thumbsup:

04-22-2006, 04:38 PM
Excellent rope! Thanks so much for posting your displacement map setup...have never seen that done before and it works perfect. Really appreciate it (and looking forward to using your displacement ropes with my own submission) of luck!

04-24-2006, 03:03 AM (

It's the final pose of the ant. He's gonna be floating on the river with the leaf as transportation, looking above at the vast view of Mushroom City, with amazement in his face (which is not going to be visible in the final render). He's going to be holding the leaf just like that. The leaf is not yet textured.

Unfortunately I got some unforseen stupid stuff to take care of :(, so I get to work on this when I get free time. Hopefully it won't take too long.

04-24-2006, 03:08 AM
Hoju: Thanks Paul.

oceanbluesky: No problem, I'm glad I'm of help to someone. Your nick sounds familiar, have we met in renderosity?

04-24-2006, 10:16 AM
Youre ant is wonderfull...chose a good view with the camera for show the expression of it...Good...:thumbsup:

04-24-2006, 11:18 PM
Hi Sergio! You're doing a very nice job! Your character is very amusing! Good luck my friend!

04-25-2006, 06:46 PM
oh cooooooooooooooooool updates I`am very ecxited to see that finished

04-26-2006, 12:09 AM (

Render with DOF. Just for fun.

04-26-2006, 06:08 AM
Nice render:thumbsup:. I like his hands; I donít think Iíve seen them up close before.

04-29-2006, 01:28 PM (

Texturing leaf, this is color map only. More to come.

04-29-2006, 01:40 PM
really cool!:thumbsup:

it is great result of rope! I learned a lot!:D thanks man!:thumbsup:
shader on your character looks cool!
kep gonig mate! ---->... .. .:scream:

04-29-2006, 02:07 PM
Just want to say I like your idea and so far it looks great.

04-29-2006, 03:43 PM (

Leaf illumination test. The shader is SSS, got 3 maps: diffuse, back_sss and bump. Hand painted ;). I like it so far, so I'll leave it at this point and maybe do some more tweaking in the very end.

Thanks guys for your nice comments, that was quick :D.

The light is coming from the front, so that darkened part is shadow, if you haven't guessed already.

04-29-2006, 04:12 PM (

I must hurry.

04-29-2006, 04:25 PM
Hey i like the perspective...look like the ant is really leaving.....good work!:thumbsup:

04-29-2006, 11:59 PM
hey sergage,

the ant is looking great now.
But the leaf could use some more polys cause the nerves arn't supposed to be flat you know!
Because they have a thickness, they also let less light trough with that sss shader.
I'm suggesting this cause the leaf is rather big and needs the detail.

The displacement really is easy and gives much detail without over-stressing your computer! Just keep up the cartoon style which is sweet on the ant.

And about the ant on the dark side of the force: just great!!

keep going here

04-30-2006, 12:23 AM
Hey Sergage! Very nice SSS shader/leaf texture...really like your work...looking forward to seeing the final comp. Good luck!

05-01-2006, 03:44 PM
looking good dude! only crit i've got is you might wanna give the nerves of the leave some spec and bump.
Give the eyes some more reflection, and the iris a bit of irregular incandescence.

Keep it up! :)

05-01-2006, 05:23 PM (

Potential lil fellas for inhabitation.

Here's what I have in mind if anyone's interested. I want to make the city similar to real cities, thus I want to make lil mushrooms as well as very tall exotic skyscraper mushrooms.

Those are better to be used as low one or two story mushrooms.

05-01-2006, 09:32 PM
Hey Sergage!

Good looking ant! I will make sure I follow this thread, I really dig this style.

Hurry up dude, clock's ticking. :) Good job so far mate, especially on the rope. Simple yet efficient. ;)

05-02-2006, 01:16 AM
your ant and leaf look just great! the ant has a perfect expression, and very nicely designed.
Toadstool is looking good, too.look forward to more!

05-02-2006, 02:53 PM (

I had to do a new sketch to have better knowledge about the whole view, but now I'm more confused than ever :/. Neither am I sure about the colors.

05-02-2006, 05:08 PM (

Some of the skyscrapers. Things seem to be coming together nicely, knock on wood. Sorry for the little updates, it's a way to keep myself motivated :).

05-03-2006, 02:14 PM
Good work, Sergage:). The mushrooms are coming along nicely. I was looking at the concept sketch and wondering if the light was coming from the sun, or within the city?

05-03-2006, 02:31 PM
Looking forward to seeing more! Those mushrooms are really fun and bright, hope you stay motivated, good luck!

05-03-2006, 08:17 PM (

More mushrooms comin' up!

Thanks guys for the feedback. No Hoju, the light is the sun. Now that you've asked, here's what I have in mind: The sun is shining through the city, making some nice volumetric/foggy atmosphere around the character, particles of dust and stuff shining in the rays of sunlight. There :).

05-03-2006, 08:46 PM
This one is coming along very nicly:thumbsup:

keep it up man.

not to sure on the lens flear however

05-03-2006, 09:39 PM
Nice work Sergio, coming along quite well....really like the lens flare too. Good luck!

05-04-2006, 06:46 PM (

A little update on the city, now over 40 mushrooms randomly deformed and placed. Also testing camera angles.

05-04-2006, 07:15 PM
Hey Sergio, very cool light scheme...really like the addition of more mushrooms...I had been hoping more would be added similar to your concept sketch. Look forward to seeing more updates!

05-04-2006, 07:18 PM
Very like that anrz movie from pixar....nice camera shot!:eek:

05-04-2006, 07:54 PM
Very well... I like idea, nice modeling... to be short i like it. Good luck, Sergio!:thumbsup:

05-05-2006, 08:27 AM
Your lighting idea is a good one:lightbulb:cool:. The volumetric lighting should help reinforce the fact that the foreground and background exist in the same scene and tie it all together.:thumbsup:

05-06-2006, 07:38 PM (

Testing composition. Things are moving really slow.

05-07-2006, 07:31 PM
Hey sergage!

Dont be disheartened! The composition and lighting tests are looking good! I really think you can do this! -Youve got quite a lot down when you think about it! And if it helps you feel any better - I'm fretting too! Had some work on and now - eek!

Heres hoping we both get there!

05-12-2006, 06:07 PM (

Don't expect anything specific, for this time I will be improvising as I go.

05-15-2006, 01:33 AM
Itís looking good, Sergage. The under water portion of the island should work nicely once you get the water shading in there.:)

05-17-2006, 07:18 PM (

Long time no update. I've been having second thoughts about my concept, but finally I came back to my original one. I've been having some technical difficulties, frankly, I've been taking displacement maps for granted. Having 48 mushrooms to be displaced seems to take more time to render than I expected. Finally with tweaks and stuff I managed to reduce the render time. What you see here are untextured displaced mushrooms...

In conclusion, with 9 days left, the project is becoming to be quite a pain in the ass but I'm still trying to finish it.

05-18-2006, 06:33 AM
Those mushrooms are looking nice and organic, and I must say that I prefer the placement of them in your latest post.

I'm still trying to finish it.

Thatís the spirit, sergage. You can do it.:buttrock:

05-18-2006, 07:46 AM
so great and silent topic , love all what you though in your work , keep it:thumbsup:

05-25-2006, 06:53 PM (

Now only if I could put something nice in the background :/.

05-26-2006, 05:04 PM (

Almost there. Where?

05-26-2006, 06:54 PM (

Update on the wings.

05-27-2006, 06:20 AM
I see that your entry has taken another turn. I know that you can make it work though.:wip:

05-27-2006, 08:35 AM (

I'm not sure where I'm going with this.

05-28-2006, 12:09 AM
Hehe, I screwed up :). I need another 30 minutes to post produce my render layers. Rules are rules, I am disqualified :banghead: . I will post the results though, they are quite nice.

05-28-2006, 01:46 AM
There. First final image candidate. :shrug:Let me know what you think.

05-29-2006, 09:40 AM
Iím sorry you didnít get to finish on time:banghead:. Thanks for posting your final image anyway, it came out very well.:thumbsup:

05-29-2006, 10:37 PM
ohhh...I've seen just now your final image...Is so nice...dreaming...cute...tender..Ok stop...I like it, is a shame you cannot part take to the challenge...really...compliments anyway...

05-30-2006, 02:01 AM
The Journey Begins - Story:

Corky has never stopped staring at the sky from the moment he had first looked at it. Despite the failures, despite the endless judgings, he's never stopped wondering what lies beyond. Corky himself is not certain whether he's dreaming or he isn't. He only knows one thing - he is flying. Flying away from where it had never felt like home. Flying towards his dream.

May the road rise with him.

05-30-2006, 02:01 AM
looks beautiful sergage, sorry you couldn't finish in time, but that's one very cute image!
great background.

05-31-2006, 02:16 AM
Hey Sergio! Great final image - really very imaginative: love the leaf-wings and goggles, the background lens flares and light effects are fantastic. Very, very sorry you were unable to finish in time before the deadline -- but glad to see you have the perseverance to see your vision through. It really works well. Congratulations!

Look forward to seeing your work in a future challenge! Cheers!

05-31-2006, 07:47 PM
Sorry to see you didnt have time to submit the finished image before the deadline sergage! I really like the way youve brought together the final image -the lens flare and glowing quality of the image combined with the SSS of the leaves really works well!

Hope to see you next challenge around!

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