HuckleEvil Fish - New Year's Competition 2011
Posted: Thu Feb 03, 2011 11:13 pm
Well, I've said it before, I have tons of fun with sculptris and Octane. So since the competition was extended I thought of doing something else. I had this demon character I did some time ago to play with both apps, but at the time there was no mix material, so It didn't quite look right and my girl suggested to use it to do a Hellboy-like scene. I gave it some thought and came up with the idea of making this small "cosy" scene of a demon resting after having some "fun". I wanted to have a "comic" look rather than being realistic. So I modeled a basic skull and using particles created this small pile with them, then I used more particles to create some blood pouring from the top, a basic water pond, and reuse the moon from my first scene and did the first tests. The demon was ok, but it wasn't what I had in mind so I went back and after 2 more tries I modeled one more atoned with the picture in my head. Then, heck, I thought, sure, I've got a demon, but what the fruit is he doing there, so I thought, well, since he's taking a break, why not having him fishing (in my experience fishing is one of those boring activities that hell has reserved for lawyers and politicians) and gave it a kind of Huckleberry Finn theme. So I modeled the fishing rode and used one of the skulls as bate.
All the textures are either hand painted masks in sculptris for the models and combined to mix the materials and procedurals to add detail. Fog and moon from my alien entry with low temp blackbody emmiter to shade that color. Also after some talk with mlody47 in some other thread, iluminating such scene is hard, the moon either looks right or creates some strong shadows, but not inbetween, so I added a hidden plane to create a strong side light.
Still some tweaking to do on the pose and the props, and I'm open to any ideas to improve it till deadline.
No postprocessing, not even hotpixelremoval, pathtracing.
Edit: well, my mistake, this first two test were done in directlight, that's why the weird colors plus somethings not showing as I expected, duh, go figure
the rest are pathtracing, and they look gooood (or bad and evil or dumb and evil
)
All the textures are either hand painted masks in sculptris for the models and combined to mix the materials and procedurals to add detail. Fog and moon from my alien entry with low temp blackbody emmiter to shade that color. Also after some talk with mlody47 in some other thread, iluminating such scene is hard, the moon either looks right or creates some strong shadows, but not inbetween, so I added a hidden plane to create a strong side light.
Still some tweaking to do on the pose and the props, and I'm open to any ideas to improve it till deadline.
No postprocessing, not even hotpixelremoval, pathtracing.
Edit: well, my mistake, this first two test were done in directlight, that's why the weird colors plus somethings not showing as I expected, duh, go figure

