Not your average Dug

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  04 April 2012
Not your average Dug



Done at night after the wife and kid were sleeping.
Lots of fun to do, and it was a good exercise for my pipeline.

Cheers!
 
  05 May 2012
Wow this looks really nice. I like the small hairs and tiny details.
How did you made the small veins look as if they are under the skin?

I would make the lips more glossy, though.
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  05 May 2012
Hi

The veins were really easy, the ones in the neck and body are just painted in in a blue/green hue. As its contrasts with the remaining red/orange of the character they really stand out.
The ones in the ears i masked out the SSS so that light would not come through, and it works well with the back light.

Any more questions just ask.

Cheers!
 
  05 May 2012
Thank you.
I thought that you may be used a texture on the sub-dermal layer of sss.
BTW what software did you use and how did you do the hair?
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Andy`Ba,
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  05 May 2012
I did a lot of experiments on the character, o lot for testing pipeline and to see how I could use in on a daily basis.

So it all started when a friend mentioned that Sculptris was for free. So I tested it out and modeled the base mesh with quite a few details.

The program is amazing because like any other, it creates the geometry as you go along and with the detail you want. YOU MUST TRY IT!!
The only thing is, it does all this in triangles!

So to get around this I downloaded a trial of 3dCoat to make a low res quad mesh, which take about 10 minutes and is truly amazing as you can define loops and everthing!
So afterwards i took the low poly mesh from 3dcoat ah the hi res mesh from sculptris and used mudbox to transfer the details form the hi to the low and the result was outstanding!
I tried zbrush and it work just as good, but i have to give the edge to mudbox as it is so much faster and easier to use.

Then i made uvs, sculpted the skin details using stencils, painting the Textures all in mudbox (Yes, Hand painted!)and colour corrected them in photoshop to create the several skin layers and specular maps.
Finally, brought it all to 3DMax , used the low poly mesh and a displacement map, Vray for rendering and post producted it on Photoshop.

It sounds all very complex when you write it down (as I said i was testing pipeline) but it was really fast process, because scultris gave me SO MUCH freedom in the designing process, that the rest was really fast to finish.

Cheers and sorry for the long speech..

Last edited by tobal : 05 May 2012 at 10:06 PM.
 
  05 May 2012
About the hair, I used vray fur, because Maxs hair and fur was giving me problems...
 
  05 May 2012
Turntanle now available in youtube

http://www.youtube.com/watch?featur...d&v=lfTmXpp1FdE

Enjoy!
 
  05 May 2012
Thank you for detailed reply.
The turntable looks great.
What kind of problems did you have with standard max hair?
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Andy`Ba,
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  05 May 2012
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