Hi,
Here are some images of my last personal project "Partie de Peche'' : this is about fishing, one of my favorite hobby! That day, I caught a big carp![]()
![]()
Hi,
Here are some images of my last personal project "Partie de Peche'' : this is about fishing, one of my favorite hobby! That day, I caught a big carp![]()
![]()
Last edited by Carcaryas; 01-08-09 at 05:44 AM.
modeling is looking great on the fish! all it needs now is a slightly refined spec map and tweak the shader a touch. i take it its a mental ray render? modeling is done tho mate, good job!
Very nice fish. I like fishing too but rather pikes and perch?es![]()
I would work a bit more on fins, maybe some transparency or sss would give better results because they look a little plastic like now.
Really nice image. Is it rendered out in ZBrush? I'd be very interested in the material you used on the fish. Can you share it with us?
Thanks for your reactions.
I've not modelled a lot of background, but thanks to that scene, I've worked on more or less complexe models, improving my workflow and adapting it according to the objects.
The carp has been drafted with Zspheres, without modelling the fins, so as to remain concentrated on the fish shape and its dynamics. Then, I've done the retopology so as to get a complete mesh, by adding the fins and the barbels. The polygroups have been very usefull at this step. I've concentrated on the details of each part without having to go back to the general shapes or the proportions.
The secondary objects have only been created in Maya, the detailled and colored on Zbrush.
The ground is a simple plan at the beginning. It has been sculpted taking into account each element.The subtools have consequently been essential. Actually, through the creation of this muddy ground, I wanted to tell the story of this fishing afternoon. For instance, by including some corn and other organic rubbishs, because you have to know that a fishing area becomes quite dirty after a few hours ;o).
I also wanted to create a dynamic taking into account the objects of the scene: for instance, the fishing line was in the water and the float ofter brings back algae on the surface. I wanted to show that kind of details on the ground, without modelling with to many heavy details. Zbrush is terribly efficient for that: creating a model with a lot of under models.
So, the space has been managed based on the fish and the tools enabling its capture, and so its loss. Elements such as the track of the carp remains on the ground. The corn represents in this scene the temptation, which made the carp loss. The element, without which the hook would have no consequence on the fish life.
For the first time, I used the sculpt (zadd) and rgb (colorize) modes together.
It enabled me to quickly create the little details and the colours (algae).
The final render is realised with mental ray. The fish shader is a SSS. However, its translucency effect is reduced by the lighting, mainly composed by a directional light (=> intense light and clear shadow). This was my choice for this illustration.
Last edited by Carcaryas; 01-08-09 at 05:45 AM.
wow. is this picture realy?i can just say its great.very nice.
wow, top row zbrush slculpting ;] Nice thing that its 100% zbrush beside the render ;d
wow, great models! great ideas!![]()