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Work-In-Progress

WIP: Latest Render Test

Latest render test in an attempt to get a more "photoreaistic" finish. (c) 2013 Michael J. Barnes.

Latest render test in an attempt to get a more “photoreaistic” finish. (c) 2013 Michael J. Barnes.

In my efforts to achieve a “photorealistic” look to my rendered characters, I found myself doing more and more research into the matter. ZBrush — the 3D modeling program that I use to create my characters — has some great tools to help me with this quest. I have recently learned how powerful the program’s Matcap and Lightcap systems are, and I have a better understanding about how they work. This image is my latest effort, and I think I am getting closer to capturing my realism goal. I noticed a couple of minor things that I will need to correct — the most glaring is the shadow where the nose and cheek meet. However, I am pleased with the overall look of this test render (so much better than my previous attempt).

WIP: Flight Bay

Flightbay WIP. (c) 2013 Michael J. Barnes

Flightbay WIP. (c) 2013 Michael J. Barnes (click to view full-size image).

I am currently in the process of creating a new illustration, and decided that the background will be a starship flight bay. This is still a work-in-progress as I need to add a few elements to give this matte painting a little bit more life. However, I was very pleased with how this turned out that I wanted to share.

I originally created this in Google SketchUp, rendered it in Bryce, and did a final composite in Photoshop.

SketchUp model of the flight bay. (c) 2013 Michael J. Barnes. (click to view enlargement)

SketchUp model of the flight bay. (c) 2013 Michael J. Barnes. (click to view enlargement)

Rendered model of the flight bay. (c) 2013 Michael J. Barnes. (click to view enlargement)

Rendered model of the flight bay. (c) 2013 Michael J. Barnes. (click to view enlargement)

 

WIP: Render Test

Render Test of heroic male head. (c) 2013 Michael J. Barnes

Render Test of heroic male head. (c) 2013 Michael J. Barnes

In my attempt to try and make my male heroic head look more realistic, I decided to do a new render test. With this test, I created “environmental” lighting to try to reduce some of the harsh shadows. I created several multi-pass renders in ZBrush and created the composite in Photoshop. I don’t think I completely achieved my goal, but I believe it is a step closer for when I complete my final illustration.

WIP: Adult Male Hero – Head Detail.

Detail of adult male hero character. (c) 2013 Michael J. Barnes. (click to view enlarged image)

Detail of adult male hero character. (c) 2013 Michael J. Barnes. (click to view enlarged image)

Continuing with creating new character meshes, I  have completed more refinements and details to the adult male hero character. This character is created  and rendered in ZBrush, and composite completed in Photoshop.

WIP: Female Hero Model.

Heroic Adult Female Basemesh. (c) 2013 Michael J. Barnes.

Heroic Adult Female Basemesh. (c) 2013 Michael J. Barnes. (click to view enlarged image)

I recently completed a base mesh of an adult female model in ZBrush. Eventually, this model will be used in an illustration I’m envisioning.

WIP Update: Anatomy Study – Male Hero/Bodybuilder

Just completed the body mesh for the Heroic Adult Male. (c) 2013 Michael J. Barnes. (Click to view larger image.

Just completed the body mesh for the Heroic Adult Male. (c) 2013 Michael J. Barnes. (Click to view larger image.)

I recently completed the refinements, details and textures of my Heroic Adult Male Body mesh in ZBrush. The entire process took me approximately 32 hours to fully complete this (this is my first attempt at sculpting a full – human – body mesh). If you would like to view my process, I did record much of it and it can be viewed here. All critiques will be welcomed. Next step is to build him into a character for a future illustration. Wish me luck.