B-Movie Entry: Krishnamurti M. Costa


#544

Congratulations Antropus!
The final image was awesome!
But a work of great master.
I am very happy to enjoy more of your work.
Thanks for all your contribution to the world of CG.


#545

Great Sculptings! :scream:


#546

amazing! very inspirational thanks for sharing kris :cool:


#547

Wow this turned out so good. So many clever little B-movie additions.


#548

very cool work man! good luck with the challenge :thumbsup:


#549

exquisite and with ‘good taste’ as usual…

all the best

victor


#550

Truly inspiring work man! I’ve been following your work for some time now, but I think you have outdone yourself with this one. Great job!


#551

It turned out Fantastic!


#552

Wow man excellent work , very good synthesis.A big bravo…

IT CAME FROM NOWHERE…
http://forums.cgsociety.org/showthread.php?threadid=861334


#553

hey! it’s been one hour i’m reading this thread since i haven’t kept track of your work during the contest cause i’m not really a forum guy …but your work is really FREAKIN awesome and i find it very nice that you post you’re WIP. for a newbie in 3d it is awesome to see that!

i tried to understand something from your workflow but didnt find it in the thread, so i’ll ask it and hope it wasn’t answered and i just haven’t read it!

i don’t understand exactly what was rendered in zbrush and what was rendered in maya? what i think i understood was that you polypainted your wip in zbrush, but what happened with the polypaint? did it become a texture? that means you had to do the UV BEFORE polypainting right? and when rendering in maya, was the polycount high? cause the picture I THINK were rendered in maya seemed REALLY high in poly… or maybe was it all in the normal maps?

and what about the lowpoly version, when in the process of modeling/texturing did you finalize the lowpoly?

i have the impression you did some renders in zbrush that had different elements using different shaders, am i right? did you find it useful for the final results or it was used only for the WIPs?

and one last thing while im at it… in the thread i read about software used for rendering (modo and others i think). are these software used to rendered scenes that are to high in polys? i only know how to use mentalray in 3ds max and i feel im limited since my comp has difficulty rendering scene over 1.5 million polys… how bis in polys your final scene was for exemple?

sorry i know these are a lot a questions, but you since like someone how would ACTUALLY answer the question he is asked and i hope someday of becoming an amazing 3d artist too, so my curiousity might be annoying :stuck_out_tongue:

thanks for you time anyway!


#554

This thread just - mindblowing! Master work! :slight_smile:


#555

congratulations really, its awesome, and i love purple :open_mouth: one of my favorite colors.


#556

Thank you so much for your kind words guys!
Sorry I’m not visiting it more frequently to answer some questions. Life got really busy lately o_O

shocksplash,
Thanks. I’ll try to address your questions:

All renders starting on page 3 or so were done in Modo. There are ZBrush screencaps in the mix but talking about render, it’s Modo.
The models were not super dense but were not lowpoly either. I exported mid-res meshes (around 60k each model) and applied normal maps generated in ZBrush. They look highres for this reason but they are really not dense.
About polypaint, since the highres meshes were around 4 million polys each character, I could get a fair amount of details on the polypaint. The way I work is a little bit like this:

  1. Import some old basemesh
  2. sculpt it in ZBrush without paying to much attention to topology
  3. retopo the model in Maya using the live function or even inside of ZBrush
  4. UV the mesh in Maya (now you can use the UV master and do it without leaving ZBrush)
  5. bring the new model to ZBrush and finish all the sculpting, posing and polypaiting
  6. export a midres version of the model back to Modo
  7. generate a normal map, a displacement map and color maps (cavity, color, specular etc) from ZBrush to be used in Modo

So, yeah, the meshes need to be UVd before you export the maps, so you can just bake all the color information from the polypaint to a color map (don’t forget to flip the map vertically…)

About the ZBrush screencaps showing the models with different materials, think about that as a previz of the final renders. It’s really just to have an idea.

About rendering highres models, like I said I tried to be economic and use midres models, not highres but even though, at the end with everything combined, my scene was certainly over a million polys. Modo still rendered it but it got trouble when I had all characters with fur in the same scene. My machine has only 8gb of ram and I think it’s time for me to update it to something with at least 12gb, running under x64 of course.

Cheers,
-Kris


#557

Good luck! Very inspiring work!
Would be surprised if you don’t win something :slight_smile:


#558

Thanks a lot for taking the time to reply! 3d arts is a really time consuming domain and I find it quite rare, for that reason, to have this much information from a pro.

You answered all my questions yes! What I really needed to know is if everything rendered outside of Zbrush was retopoed or if there some magical technique I didn’t know.

Can I ask you how much of Modo is indispensable to your work? I don’t know any other render than Mentalray or 3dsmax’s default scanline render and I’m wondering if I’m missing on something?

Anyway I’ll make sure to check your new stuff, it is really inspiring!


#559

Mr Costa’s festival !

The sound of a new computer at home…


#560

Great work there Krishnamurti.I like your modo renders a lot.

Best,
Mayuresh


#561

Absolutely awsome from start to finish! Thank you so much for showing all your WIPs- it is really inspirational. Best of luck for the challenge!


#562

coolkonrad,
thanks man! (but I would not hold my breath, seriously…)

shocksplash,
No, no magic :slight_smile:
About Modo, this is actually the only time I ever used it on my work and I think it has a TON of potential. Not perfect but I really like it!

gpepper,
don’t think so, but thanks!

Mayuresh-Salunke.
thanks!

dodgeOrBURN,
thank you so much!

-Kris


#563

Looking really good Kris… hopefully you still have a non krappatized version(hehe…) seeing how you took the whole render and made it look like a b-movie poster from the past… and then upload and show that to us too.