FXWARS Challenge: 36 -Seven Towers- Mironeczek

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  10 October 2012
FXWARS Challenge: 36 -Seven Towers- Mironeczek

Hi everyone.

Long time no see. I've decided to join this competion. I'm collecting reference images right now.
The tower I like to create is PSAMATHE - Sand Desert.

So see You guys soon!
Best regards!
  10 October 2012
here we go with references:

few of many works of Zdzislaw Beksinski that ispired me a lot

the source

I love the form and this strange "sadness"of the images.
The structure You can see in the pictures above is not something i want to do. I know that in art of Zdzislaw Beksinski structure, bumps and textures are matter the most but I would like to go more in clay structure. You know - sand tower should be more sand and... clay;]



Last edited by Mironeczek : 10 October 2012 at 07:08 PM.
  10 October 2012
wow, amazing reference... and your take on it is looking quite interesting already
  10 October 2012
Quick progress:

All the best!
  10 October 2012

Hey Again.

So. I prepared this MidPoly model with base sculpt. This is something I want to achieve finally but way much detailed. now is like 30k poly finally should be 10 times more. For 1080p Should be enought ;]


Last edited by Mironeczek : 10 October 2012 at 07:54 AM.
  10 October 2012
Hi there!

Right now I'm doing some texturing for my tower. I will use Vray to render everything out. My tower is some form of clay/sand monstrum so I want to use SSS materials to make it more "organic" but I dont want to get this "subsurface scattering transparency" effect but only "reflective scattrering" it's called BSSRDF and I have kind of a problem with that;].

if some of U guys done somthing like this : http://en.wikipedia.org/wiki/Bidire...bution_function
I will be more than ap-preciate for information about BSDF in vray.

this is my progress:

lot of detail - everything is hand made - no procedural noises or anything like that

All the best
  10 October 2012
handmade with what?
  10 October 2012
heh - handmade with ZBrush
  10 October 2012
just to be sure!
  10 October 2012
Whoooh that looks fantastic! Beautiful details there
"For what is a man profited if he gains the whole world but loses his own soul?"

- Jesus
  10 October 2012
About SSS
I think you should play with Phase Function parameter in SSS2


And, maybe, a subsurf scatter color should be the same as diffuse one.
  10 October 2012
Nixellion - THX man - Hah I used FastSSS2 so this is cool and heplfull! Phase function is just that what I need! Sweet!

JamesNZ - the whole "coolnes" of my shot is that - I used to work in real time in Max/Houdini I used small LP models and Displacement Maps. And then I got the idea "Why I do cool detail in Mudbox/Zbrush and then twix Displacement Map a lot in Max? This is twice this same job" And in this shot I export Bilions of polygons to a OBJ file used external tool "ply2vrmesh" to convert more than 2GB OBJ to vrmesh file. Then do a proxy model in max and in my viewport I have everything in real time! No displacement maps and no problem with displacement maps and SSS (sometimes even 10times longer render) and right now my model looks this same in Vray and in Zbrush!.! With Displacement Maps looks a lot different and all those small details I wanted to keep always gone. Its really big scene! Thanks fot comment!

Oh I exported Mid and Low poly models as weel from ZBrush - to make a sand simulation! So be ready! Less than one week to go!....

All the best
  10 October 2012

still lot to do but thanks one more time JamesNZ now looks "harder" than before and still organic!
  10 October 2012
Thats nice for static models, but imagin if you needed to fracture and destroy this tower... 2gb mesh...

So, while i'm not telling you not to use proxy, but it would be usefull to find a way to work fast with displacements and get nice quality.
  10 October 2012
Yeah! 100% right!
Displacements are common, and when I'm working on commercial where deadline is so short then i use small LP models or midpoly with bump/disp/normal. But here I can go a little insane;].

Simulation (fracturing) can not be done on my mesh (too big). But what if I design a monster cool quality (more than 2gb mesh) and even small details on skin are sculpted? I design It in ZBRUSH and I want to keep it this same like this is in ZBrush! but I can render it out from ZBrush only by using PBR. And when I want to render this out with Vray - to have all those cool realistic shaders and lights only way is to do this is create Lower Subdiv OBJ from ZB and then do disp.
By using pipeline I used here Artist can do render from ZBrush on VRay with any subdiv they can make and with RealTime response from Max/Maya viewport thanks to proxy model.

This is only an idea to overpass displacement and transfer models and enviroments between different software.

I'm looking for creating good displacements and speed up renders. But this is "well without bottom" ;]


Last edited by Mironeczek : 10 October 2012 at 08:25 AM.
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