
CG 포커스에 올라온 제작 순서입니다.
그림만 봐도 이해 하실듯^^
[원문:I used Cinema's internal SLA (Smells Like Almonds) shader package for texturing. It was originally built by bhodiNUT. I hand drawn and scanned images, refined them with Photoshop and used them with SPD (Sub Polygon Displacement) within Cinema 4D. You have to use the unsharpen filter on scanned images to avoid extreme and uncontrollable SPD effects. Use alpha masks to use multiple SPD textures on one object.
Here is one of these SLA materials I used on the objects. The basic structure of this material is repeated in all other materials, too. Within the Color channel I use the Fusion shader to multiply the SPD texture with the SLA shader. For the spheres I used the Translucent Pro shader (www.vreel-3d.de). It can give you a wide spectrum of translucent materials, more than Cinema's SSS shader can create.
The big sphere is done with the SSS shader. The difference is quite obvious.
Above you see some impressions from the modelling process. Hopefully this answers some of the questions you might have.
I don't like writing a complete making of about things I can't really explain. So if there's any questions; fell free to ask me. I like all questions you have; There are no stupid questions!
Total: 42613 Polygons, 444 Object]
Special thanks to Arndt von Koenigsmarck
About Peter Hofmann "peXel"
Peter Hofmann "peXel" started with 3D in 2001 with Cinema4D GO and becomes a MAXON betatester in 2002. Jury member of raph gallery.
peXel.de
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외계의 어느 숲의 모습을 보는듯한 느낌 드내요..
언제 저렇게 해보나... 과정만 봐도 주늑이 ....