Kenji's CG Texturing Work

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  04 April 2013
Alright,Ive get the Sea Turtle posed for the Final Image. Currently getting it ready for the Final result.

Some renders from Renderman in Maya.




There are two Displacement Map used, one with fine and major details and another with just muscle flows. With that it helps to determine which details are more crucial in the work progress rather than jumping straight to getting all things out at one go.





*****
Deviant Art - www.ltken84.deviantart.com
Portfolio - www.kenlim84.daportfolio.com
Blog - http://amazingbeggars.wordpress.com/
Reel - https://vimeo.com/54710483
 
  04 April 2013
Excellent detailed work, real hard job.


Your work is lovable and also learnable
.
 
  04 April 2013
Originally Posted by mithun: Excellent detailed work, real hard job.


Your work is lovable and also learnable
.


Thanks mithun! Hope the info stated are helpful to you as well


Alright,heres a rendered still of Sea Turtle. Rendering in progress at the moment with a few camera panning and moving around it. Cheers!



*****
Deviant Art - www.ltken84.deviantart.com
Portfolio - www.kenlim84.daportfolio.com
Blog - http://amazingbeggars.wordpress.com/
Reel - https://vimeo.com/54710483
 
  04 April 2013
Sea Turtle

Alright,Sea Turtle is done and here are the Breakdowns with Final Render with it.




Sea Turtle Shot A

Longer Breakdown - http://www.flickr.com/photos/396073...tream/lightbox/



Sea Turtle Shot B

Longer Breakdown - http://www.flickr.com/photos/396073...tream/lightbox/



Sea Turtle Shot C

Longer Breakdown - http://www.flickr.com/photos/396073...tream/lightbox/



Sea Turtle Shot D

Longer Breakdown - http://www.flickr.com/photos/396073...tream/lightbox/



Sea Turtle Shot E

Longer Breakdown - http://www.flickr.com/photos/396073...tream/lightbox/



Sea Turtle Shot F

Longer Breakdown - http://www.flickr.com/photos/396073...tream/lightbox/


And last but not least,CG Sea Turtle Texturing Reel.




*****
Deviant Art - www.ltken84.deviantart.com
Portfolio - www.kenlim84.daportfolio.com
Blog - http://amazingbeggars.wordpress.com/
*Seeking for Full Time Texture Artist job*
Reel - https://vimeo.com/54710483
 
  05 May 2013
Ive compiled my current best Texture work in this ShowReel 2013. It includes CG Sea Turtle, CG Samurai Helmet, CG Dilophosaurus and some Commercial works.

Majority medium:

3D in Autodesk Maya

Render with Renderman and Mental Ray

Sculpting in Zbrush

Texturing in Photoshop and The Foundry Mari

Compositing in After Effects and The Foundry Nuke

Blog - http://amazingbeggars.wordpress.com/




What I find about Zbrush is it helps to enhance CG works now a day to the max of realism you want with the help of sculpting. Really digging the amazing of Zbrush tools!

Here's my Texture Showreel 2013 with Zbrush works included. Cheers!



*****
Deviant Art - www.ltken84.deviantart.com
Portfolio - www.kenlim84.daportfolio.com
Blog - http://amazingbeggars.wordpress.com/
Reel - https://vimeo.com/66303342
*Seeking for Full Time Texture Artist job*
 
  07 July 2013
'"Deck'' is the next Hard Surface Environment Texturing Project currently in progress. A brief story behind the Deck Project.

''1978,after a Zombie Apocalypse wipe out the entire civilization,no mankind was alive till today. Beneath an abandon wrecked ship deck, there lies a true story of how the Apocalypse started where a group of mad scientists research on ''Z-Virus'' that went viral. This caused the outbreak to become an exponentially growing crisis: the spreading ''Zombie plague/virus' swamps normal military and law enforcement organizations,leading to the panicked collapse of civilian society until only isolated pockets of survivors remain, scavenging for food and supplies in a world reduced to a per-industrial hostile wilderness.''

The concept for the Deck will portray a run down and abandoned Enviroment, leaving a creepy feeling behind it. Below are a series abandoned places through research to help enhance the project. Images found from http://www.haikyo.org/ . They have a great library of abandoned places with high resolution images taken.



The next step will be getting the lighting and mood for the environment to enhance the overall. Some reference found was pretty eerie especially some of the hallways with dim lights.



With those concepts in mind, the next thing is getting the Modelling and Camera work done. As well as getting the UVs unwrap and checked at the same time. The Modelling stage is done with additional of debris and a Juggernaug machine in the scene for enhancement. The idea of putting a Juggernaug in the scene was a pure enhancement for the overall environment.

What is a Juggernaug?

Juggernog is a Perk-a-Cola featured in Call of Duty: World at War, Call of Duty: Black Ops and Call Of Duty: Black Ops II in the game mode Zombies. This perk increases the amount of health you have meaning it will take you 4 hits instead of 2 to get downed my a zombie.



Checker Box assigned to check UV size to make sure Texture are sharing the same size.



Once with those done, the next time is to get an idea how the Environment would look like with Textures. With the Camera work locked down,I get to screen capture the shots and did a Concept paint over and see how it looks like. With that in mind, it will help to visualize what parts need to be more weathered and etc.



With the help of paint over, it helps to give some idea for the Texturing stage. The Textures are done at the moment. Will be posting it in the next update along with some lighting and Lookdev progress.

***************
Blog - http://amazingbeggars.wordpress.com/
Reel - https://vimeo.com/66303342
 
  07 July 2013
Too much High frequency for me. All that noise in your textures make it dirty but too confuse.
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  07 July 2013
The scene with the staircase and door look very familiar. Someone did a tutorial on achieving different light settings with a very similar model. Was that you? Or did you get the scene off of him by any chance?

edit: just found it: http://cgterminal.com/2011/05/03/si...-shade-in-maya/

You might want to give credit where credit is due
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  07 July 2013
Originally Posted by Scote: Too much High frequency for me. All that noise in your textures make it dirty but too confuse.


yes Scote,you're right,the texture are way too high frequency,will tone it down thanks man!
 
  07 July 2013
Originally Posted by Snipes-nl: The scene with the staircase and door look very familiar. Someone did a tutorial on achieving different light settings with a very similar model. Was that you? Or did you get the scene off of him by any chance?

edit: just found it: http://cgterminal.com/2011/05/03/si...-shade-in-maya/

You might want to give credit where credit is due


yes you're right,the model was taken from that tutorial and ill have to credit it.my bad i missed that out
 
  01 January 2014
Its been awhile since the last update. Currently putting that environment project aside and deal with this Organic subject - HammerHead Shark. Having lotsa fun sculpting this sea creature during the break from Christmas to New year. Ill put filling up its teeth and eye and more details after posing it.

Here's a first look at it. Happy New Year 2014 everyone!!!



***************
Blog - http://amazingbeggars.wordpress.com/
Reel - https://vimeo.com/66303342
 
  01 January 2014
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