Lookdev experiments…

•August 2, 2016 • Leave a Comment

I’ve blogged before about sculpting some Batman character busts for 3D printing, there are now more than a few littering my desk at home, some finished, others abandoned. I was looking for something to run through the Prisma app on my phone and picked some Joker and Batman prints that I made last year. I ran each image through a number of filters and saved out the results, then hand painted some colour layers and lighting enhancements and composited them together to achieve the looks below.

petemcnally_BATMAN02

petemcnally_Joker_08

petemcnally_Joker_09

petemcnally_Joker05

 

 

 

Prismanimation…

•July 29, 2016 • Leave a Comment

I lashed a few images into Prisma to see what the consistency would be like between frames, not bad as it turns out, but the workflow is pretty clunky on a phone. I did some optical flow frame blending in After Effects to pad out the animation a little. What do you reckon?

petemcnally_killingjokebatman

This is what an input frame looked like:
joker0016

Prisma…

•July 27, 2016 • Leave a Comment

Jumped on the Prisma app bandwagon once it launched on Android, I’m sure we’ll all quickly tire of it but right now I love messing about with the filters! I ran a simple 3d rendered image of my Joker character (no textures, simple lighting) through it and here are the results!

Click to enlarge.

Input:

pete-mc-nally-jokerface-beauty

Prisma output (9 variations):

prismapetemcnally

Alternative view:

petemcnally_prisma01

 

A couple more:

petemcnally_undertaker

82fee36d57689de7eb20a4297f9d10dfresNet9_n3

 

Another scan…

•July 12, 2016 • Leave a Comment

This sewer cover was shot on my phone, about 50 images, many of which were unnecessary due to the lack of depth in the manhole cover. Lighting conditions were good, a cloudy Irish Summer day. I’m including a link to the raw scan fbx file and an 8k diffuse texture, if you’re interested you can grab them here. Use as you like, let me know if you make anything cool!

Rendered in VRay, processed using Agisoft Photoscan.

petemcnally_manholecover_render

petemcnally_manholecover_wire

petemcnally_manholecover_diffuse

Sketchfab:

sktch

 

 

Punk Photogrammetry II…

•May 9, 2016 • 1 Comment

Shot handheld with a Samsung Galaxy Note 4 and generated in Autodesk Memento (now Autodesk Remake, this was a small rubble pile of soil and stone inside a wheel barrow. Albedo and normal maps are 4k, the mesh itself about 2k tris, decimated from a 20 million polygon version. Needs some work before it’s game-ready, but this early test is encouraging. Real-time model rendered in Marmoset Toolbag 2.

petemcnally_rubble_punk01

petemcnally_rubble_punk02

Punk Photogrammetry…

•April 1, 2016 • Leave a Comment

I’ve been shooting a lot of stuff with my smartphone lately, no colour checker card or calibration, just from the hip if I see something of interest, I’ll take home the results and run them through the usual apps and see if they yield any results. A sort of “punk 3D scanning”, if you will. This one was the result of about 20 photos, shot in the shade of the evening sun in a wooded area. Some pictures were blurry and all were noisy but I think the detail resolved is pretty good, at least on the vent. I used Memento for photogrammetry, decimated in 3dsmax, texture cleanup in Photoshop and rendered in real-time in Toolbag 2.

petemcnally_cap_02petemcnally_cap_01

Paddy’s Day 2016 II…

•March 22, 2016 • 2 Comments

These are some real-time renders of the model from my last post , this time in Toolbag 2. It is missing some of the textures used in the offline render but I just couldn’t wait to get it into Toolbag and see how it held up under different lighting conditions!

petemcnally_leprechaun_toolbag2 06 petemcnally_leprechaun_toolbag2 01 petemcnally_leprechaun_toolbag2 05 petemcnally_leprechaun_toolbag2 04

Paddy’s Day 2016…

•March 21, 2016 • 4 Comments

Remember this guy? Also seen here?

To recap, the original sculpt was done over a few lunch breaks for a weekly art challenge on Facebook, that was 3 years ago. Although I returned to the model a few times to work it up, the rushed nature of it’s construction prohibited me from doing very much with it , the topology was too stretched in places, like around the mouth and lips, to allow further detailing. The facial hair had been baked to geometry, so further styling was impossible. So last week, I bit the bullet and retopologised, redid the UV layout and baked the original textures. Since then I’ve added further skin fold detail around the eyes and lips, I’ve started experimenting with a new hat (don’t particularly want to go the old top hat and buckle route) and switched renderers from Mental Ray to V-Ray. Here are some of the test renders from V-Ray, the increased detail is partly through bump and normal maps but mostly from actual geometry. Click on each image for the high res version.

petemcnally_leprechaunWIP_01

petemcnally_leprechaunWIP_eyes_02

petemcnally_leprechaunWIP_closeups_03

A comparison of the original vs the updated work in progress model:
petemcnally_leprechaunWIP_comparison

Ignore the hair as it stands, I’ll be redoing that from scratch. The next step is to take the raw geometry into Toolbag 2 and see how the textures hold up in a real-time PBR based setup, I’ll update the blog when I take a few screenshots.

 

 

Stumped…

•March 4, 2016 • Leave a Comment

This is a very low poly model derived from a 3D scan of a tree stump (they make great scanning subjects because they don’t move!)

Patched up in 3DSmax and Mudbox, Normal and AO maps generated from the high poly scan and Roughness and Albedo maps created in Photoshop. The final images were rendered in Marmoset Toolbag 2.

 

In Ruins…

•February 20, 2016 • 3 Comments

I captured this medieval ruined pillar on my phone one rainy day in the Christchurch area of Dublin. I took about 24 photographs and processed them in Autodesk Memento. The quality of the phone pictures made for a noisy mesh requiring some cleanup in Mudbox, but passable, I think, given the circumstances of the shoot. Reconstruction and optimisation in 3dsmax and textured in Photoshop.

 

pillar

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