View topic - Ze Doboltrobole

Ze Doboltrobole

From December 1 to March 21, 2012

Ze Doboltrobole

Post Mon Dec 12, 2011 8:13 am

Hi everybody. :D
Cool topics for this contest.
I've chosen to work on Moebius ( it will be a still). A strange creature : Doboltrobole (double trouble)

I've just spent two hours looking for references and modeling quickly. I also keep screenshots of the different steps for a making of... in case of a miracle :roll:
Attachments
screen.jpg

Sorry if my English is not correct.

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bobo
 
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Re: Ze Doboltrobole

Post Mon Dec 12, 2011 2:25 pm

Hi there

Great idea, but the original model seems a bit thicker to me. I believe one of the most difficult things about using Moebius work as a reference is to get the "mystical" feeling he always gives to his work. Good luck with your entry.
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Samo
 
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Re: Ze Doboltrobole

Post Tue Dec 13, 2011 9:11 am

the original model seems a bit thicker to me

You're right. Not so hard to ajust with alt+S.

I believe one of the most difficult things about using Moebius work as a reference is to get the "mystical" feeling he always gives to his work.
Yep. I've got a few ideas but this is gonna be the biggest issue : triggering the right emotion.

Thanks for your comments. :wink:

I think I'm almost done with the modeling of the creature.
Attachments
Capture3.png

Sorry if my English is not correct.

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bobo
 
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Re: Ze Doboltrobole

Post Thu Dec 15, 2011 12:54 pm

Hi !
Here's a test render I made to check my UVunwrap with quickly made textures.
I have a problem with the baking of the normal map wich doesn't match that well with the border of the mirrored mesh. Anyway, I keep moving on. :D (though a nice tip would be very appreciated, guys :wink: )
Attachments
rendu_test.jpg

Sorry if my English is not correct.

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bobo
 
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Re: Ze Doboltrobole

Post Thu Dec 15, 2011 1:01 pm

though a nice tip would be very appreciated, guys

sculpt it
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Samo
 
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Re: Ze Doboltrobole

Post Thu Dec 15, 2011 1:07 pm

Samo wrote:sculpt it

But I DID sculpt it !
I think I could grab the UV's borders et move them for a few pixels :roll: ... but baking the normal map I get with Scult mode just won't be clean on the edges.

Sorry if my English is not correct.

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bobo
 
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Re: Ze Doboltrobole

Post Thu Dec 15, 2011 2:03 pm

In such cases I correct the texture in gimp.

If you are done modeling you should apply the mirror and work (sculpt, paint) from there, anyway. there's nothing uglier than seeing perfectly mirrored textures along z of the object...

Nice job, btw
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_Mo_
 
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Re: Ze Doboltrobole

Post Thu Dec 15, 2011 6:04 pm

bobo wrote:
Samo wrote:sculpt it

But I DID sculpt it !
I think I could grab the UV's borders et move them for a few pixels :roll: ... but baking the normal map I get with Scult mode just won't be clean on the edges.


I believe that the model allow for much more sculpting everywhere, you should let your imagination fly about how that model should look like, taking Moebius image as reference
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Samo
 
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Re: Ze Doboltrobole

Post Mon Jan 02, 2012 4:34 pm

Update.
Tried a few things today (yep, nothing done during Xmas holidays). It's all done at the same time and neither modeling, nor texturing, or lighting is finished. Not the best choice for the workflow, I'm afraid.
Anyway, here's a quick render.
Image

Sorry if my English is not correct.

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bobo
 
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Re: Ze Doboltrobole

Post Mon Jan 02, 2012 8:36 pm

It is indeed a good starting point for adding detail
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Samo
 
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Re: Ze Doboltrobole

Post Thu Jan 05, 2012 2:10 pm

Go crazy with lights, it's an alien planet, there can be all kind of colours as a light sources!
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mookie
 
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Re: Ze Doboltrobole

Post Thu Feb 23, 2012 8:55 am

Hi everyboby !
I've just found the courage to reopen the .blend and I've mostly experimented a few things for the last two days.
Many things are still to be added in order to have a detailed (and more accurate) render. But I've made up a little trick for compositing. Since only Yafaray renders are allowed, I've found a way to set up the parts I want in a render thanks to a render with only emit materials. In the attachments you'll see this sort of render, plus an example of how I set it in the compositor, and the result I got with this experiment.
Mookie told me to go crazy with lights... I think I overdid it :roll:

Anyway, it works and I'll continue adding details.
See you.
Attachments
Capture9_compo.png
Capture_example_compo.png
Capture8mats.png

Sorry if my English is not correct.

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bobo
 
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Re: Ze Doboltrobole

Post Thu Feb 23, 2012 9:46 am

I don't think you overdid it, looks pretty cool :)
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_Mo_
 
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Re: Ze Doboltrobole

Post Thu Feb 23, 2012 12:56 pm

Thanks Mo. I'm really honored to get your encouragements. :wink:

Sorry if my English is not correct.

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bobo
 
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Re: Ze Doboltrobole

Post Thu Feb 23, 2012 1:09 pm

What is supposed to be the source of the key lighting? you should make that information more obvious to viewers.
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Samo
 
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