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#1 2011-06-14 11:30:51
- pitiwazou
- Member
Lizard from storm
Hi !
There is a new tutorial video on guerilla with a character made by Frederik Storm > http://www.frederikstorm.dk/
The video
Part 1 :
http://www.vimeo.com/25042644
Part 2 :
http://www.vimeo.com/25545266
Part 3 :
http://www.vimeo.com/25271132
Part 4 :
http://www.vimeo.com/25854299
Part 5 :
Megaupload link > http://www.megaupload.com/?f=9WTA36OK
Last edited by pitiwazou (2011-07-04 10:13:12)
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#2 2011-06-14 18:05:11
#3 2011-06-15 15:27:54
#4 2011-06-15 16:51:05
- skyrick
- Member
Re: Lizard from storm
Your tutorial is great ! thanks a lot again !
More videos coming soon ? I'm fan !
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#5 2011-06-15 17:16:35
#6 2011-06-16 17:31:10
#7 2011-06-17 16:17:32
- skyrick
- Member
Re: Lizard from storm
Hmm niiiice
A little pixar touch beginning ?
(ti peu trop penché l'image non ? vers la gauche?)
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#8 2011-06-17 20:16:21
#9 2011-06-20 10:33:19
#10 2011-06-20 11:00:31
#12 2011-07-04 10:14:11
- pitiwazou
- Member
Re: Lizard from storm
Thx nico !
New links for the other part of the video and megaupload link for a best quality !
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#13 2011-07-10 20:41:51
#14 2011-07-10 22:37:16
- pitiwazou
- Member
Re: Lizard from storm
J'ai beau faire plein d'images avec Guerilla ŕ force, je suis toujours impressionné par la qualité du soft, lŕ je suis ŕ 0.25 de shading rate, 8 de samples et c'est magnifique, l'image est parfaite, pas de grain pour l'occlu, pas d'aliasing nulle part.
J'essais de m'approcher de la qualité pixar, męme si j'en suis loin.
Mais le soft nous le permet sans problčme et c'est génial !!
Pour ce perso, j'aimerai mettre du color bleeding, il y a 40 façons de le faire, Pouvez vous me dire celle que vous trouvez la plus adapté et qualitative plz ?
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#15 2011-07-11 00:01:42
- Ben
- Guerilla dev, the guy to hug
Re: Lizard from storm
More and more crazy!
Very nice hairdo
For a simple color bleeding setup, I would go for a separate point cloud layer, and an ambient light that computes color bleeding through the indirect diffuse node. This is fairly simple to setup and doesn't cost too much.
If you wnat to fake secondary bounces, you can link an ambient occlusion light to the point cloud layer only, so it boosts a bit the dark areas. It's not worth increasing the occlusion samples for this secondary as it gets really blurred by the indirect diffuse in primary bounces. In case you don't want to mess with the main ambient light, you can still separate them using an ambientilluminance loop, but this can get a bit more difficult to setup.
Otherwise, you can go for a direct color bleeding inside the shaders, but you'll have to tweak them separately, which can be cumbersome if you have a lot of shaders.
Big up for the character, in all cases!
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#16 2011-07-11 00:08:58
- pitiwazou
- Member
Re: Lizard from storm
Ok ok, I'm trying to anderstand all of that and I show you a render ^^
I think I will use the separate point cloud layer, it's the most simple ^^
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#17 2011-07-11 20:59:04
#18 2011-07-12 01:40:32
#19 2011-07-12 01:41:47
#21 2011-07-12 11:25:51
#22 2011-07-12 11:33:43
#23 2011-07-12 11:44:30
- stringer
- Member
Re: Lizard from storm
Excellent job !!
Like the huge resolution renders. After 2k and 4k, logic step is 8k. huhu
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#24 2011-07-12 11:48:25
- pitiwazou
- Member
Re: Lizard from storm
I would like to make a 10k, but my map for the skin don't work at this resolution.
Maybe with a procedural.
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#25 2011-07-12 11:52:37
- hulud
- Guerilla dev, the guy to hug
Re: Lizard from storm
10k for the whole character should be ok, hum ?
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